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[!Liquid] any questions about liquid dataflow core.

Maxim
8-Dec-2008
[588x2]
also will be porting to OpenGL, but the high level coding won't change.
basically I want to use rebol 3 core and wrap it within an OS shell.
Graham
8-Dec-2008
[590x2]
do a movie and let us see what you've got ...
You were an animator right??
Maxim
8-Dec-2008
[592x2]
the actual hardware kernel could be linux, or Qnx (which I prefer, 
but is limited by only supporting ATI gfx cards!)
yes, I worked in the computer generated imagery .
Graham
8-Dec-2008
[594]
You're only considering QNX because it's based in Canada!
Maxim
8-Dec-2008
[595x4]
and movie visual effects industry too.
no, cause its the best micro kernel in the world... its simply Amazing!
hehe but it was bought up by a german company
harman kardan i think
Graham
8-Dec-2008
[599]
I just bought an ATI gfx card .. hopefully I will be able to display 
H.264 streams
Maxim
8-Dec-2008
[600]
the new cards are really sweet.
Graham
8-Dec-2008
[601]
Local TV company is broadcasting in HD using H.264 and although I 
can record, I can't playback :(
Maxim
8-Dec-2008
[602x3]
the latest game graphics are simply amazing.  I've seen a real time 
strategy game with hundreds of characters which have reflecting armor... 
I mean the armor is inter-reflecting amongst characters!  this is 
starting to be pretty amazing.
ati always was weird for its drivers...
could also be a damned VISTA issue.
Graham
8-Dec-2008
[605]
Just a ploy ... to make us upgrade our hardware
Maxim
8-Dec-2008
[606]
anyhow... during the holiday season, I will be putting A LOT of time 
on my coding... so maybe, I'll release some stuff.
Graham
8-Dec-2008
[607x2]
No ... don't spoil your record!!
Lol
Maxim
8-Dec-2008
[609x2]
hehehhe
moving to chat group....
Mchean
9-Dec-2008
[611]
hi Maxim!
Maxim
10-Dec-2008
[612]
howdy.
Henrik
10-Dec-2008
[613]
Hi, Maxim.
Graham
29-Jan-2009
[614]
max "maybe, I'll release some stuff." ....
Maxim
5-Feb-2009
[615]
working a lot on remark right now...
Will
6-Feb-2009
[616]
Maxim: do you have something cool to menage nodes and trees ? would 
you share? 8)
Maxim
6-Feb-2009
[617x2]
yess its already on rebol.org... its not a visually driven engine, 
though, if that's what you are looking for.
the visual node work engine is my other (large) project, called Elixir 
... its a node-driven work environment.   Elixir is not yet ready 
for public scrutiny as its just a few percent short of being usable.
Will
7-Feb-2009
[619]
you mean http://www.rebol.org/view-script.r?script=liquid.r? 8)
Maxim
25-Feb-2009
[620]
yep
Josh
26-Feb-2009
[621x2]
I finally started playing around with liquid.r   Having a little 
trouble conceptually with converting code that contains objects into 
the data-flow model.  For example, I was fiddling around with a D&D 
character generator.  I have an ABILITY! object class that I'm trying 
to convert to the model now.  SUM is just a function that adds up 
all the values in a block


ability:  [[1 -5] [2 -4] [3 -4] [4 -3] [5 -3] [6 -2] [7 -2] [8 -1] 
[9 -1] [10 0] [11 0] [12 1] [13 1] [14 2] [15 2] [16 3] [17 3] [18 
4]]
ability!: make object! [
	base: 0
	modifiers: [0 0]
	total: does [base + sum modifiers]
	ability-mod: does [ability/(total)/2]
]


It may be a lot to ask, but would it be possible for someone to convert 
this to liquid, so I can actually see how one creates this kind of 
hierarchy in data flowprogramming.
the !sum plug is a good example,but I get a little stuck beyond that. 
 From my first impression of trying to do this, it seems like I'm 
going to have to define so many variables to make it too troublesome. 
 But I'm sure that I'll have to learn how to think in the right way 
to avoid all that
Josh
27-Feb-2009
[623]
whoops, base needs to have a value above 0 in that example
Maxim
27-Feb-2009
[624x4]
the difference with dataflow and liquid specifically is that there 
are no functions in the whole application.
well only to handle the edge of the graph, since the computer/OS 
isnt't running within a graph
I did  a D&D character manipulation application once when prototyping 
liquid, so I understand exactly what you are trying to do  :-)
josh, did you try out the tutorial?  the example is a basic sum node. 
 although its not exactly what you need for the above example, it 
should give you an idea of the lego-style building of a liquid network.
Robert
27-Feb-2009
[628x2]
Max, I still wait for a simple to follow example and some simple 
to follow docs.
So, please don't confuse us :-)
Maxim
27-Feb-2009
[630x8]
the simple to follow example already exists for 2 years now :-)
http://www.pointillistic.com/open-REBOL/moa/steel/liquid/plug/plug-quickstart.html
Josh: for simple data compilation and changes (like a D&D character 
creation/evolution), I suggest writing an aspect-oriented type of 
node set for your  application.
I have the ground-work for in if you want to try it out, its ready 
to use, I even built some interactive glass prototypes with it.
basically, how this works is, you have a generic object which you 
pass around from node to node.  each node may add/display/change/remove 
one or all of the attributes in the objects.  


Just plug some aspect-managing node to your "current" node and that's 
it, over and over.   Its as easy as calling a function on an object. 
 the difference is that all states of your character are still available 
up till its creation. 


 you can even branch off at any point and try out another combination 
 with NO risk of corrupting your previous data.
the nice thing is that the "aspects" may act on the values of other 
aspects.  

one aspect could be "dexterity".  

another could be mod-dexterity


the first one sets it , the second one increases it or reduces it.
then another aspect called "armour-class" can be added and it know 
to use the current dexterity bonus to itself.


now you can build up the whole character, up to 12th level like this 
(adding all skills and levels, etc), and at the end, decide you want 
to see how it results with an elf, instead... then paf, you change 
the root aspect "race" to elf, which causes dex to increase by one, 
and since everything is still connected, your ac is increased by 
one, without ANY single other thing to do than ask for the resulting 
character.
the trick is to implement the "rules" within the aspects themselves. 
basically returning some kind of error (or warning) when some rule 
is broken within a node.  (going above some limit, impossible selection 
based on race, etc)