Functional Textures
From: Frank Buss (fb_at_frank-buss.de)
Date: 03/27/05
- Next message: Harald Hanche-Olsen: "Re: Tim Bray's Mind"
- Previous message: Tim Josling: "Re: Tim Bray's Mind"
- Next in thread: Jens Axel Søgaard: "Re: Functional Textures"
- Reply: Jens Axel Søgaard: "Re: Functional Textures"
- Reply: Peter Scott: "Re: Functional Textures"
- Reply: Wade Humeniuk: "Re: Functional Textures"
- Reply: Alexander Repenning: "Re: Functional Textures"
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
Date: Sun, 27 Mar 2005 11:21:57 +0000 (UTC)
I've seen a video presentation on how a 96 kB game was created:
http://spaces.msn.com/members/grammerjack/Blog/cns!1peCHL_zjY_VAAoE21WVgU4Q!117.entry
and I've tried the texture generation in Lisp:
http://www.frank-buss.de/lisp/texture.html
But for the last big pictures with #'olympic-rings it took half an hour
to calculate the image. How can I improve it? I think the funcalls are
too slow, perhaps it can be assembled together with direct function
calls with some macros at compile-time? And the values should be cached,
perhaps with some memoizing concept, because currently too much points
are calculated multiple times when chaining #'blur and #'emboss.
My goal is to adjust the parameters in real-time with an interactive
GUI, like in the editor for the kkriger game:
http://www.theprodukkt.com/werkkzeug1.html
-- Frank Buß, fb@frank-buss.de http://www.frank-buss.de, http://www.it4-systems.de
- Next message: Harald Hanche-Olsen: "Re: Tim Bray's Mind"
- Previous message: Tim Josling: "Re: Tim Bray's Mind"
- Next in thread: Jens Axel Søgaard: "Re: Functional Textures"
- Reply: Jens Axel Søgaard: "Re: Functional Textures"
- Reply: Peter Scott: "Re: Functional Textures"
- Reply: Wade Humeniuk: "Re: Functional Textures"
- Reply: Alexander Repenning: "Re: Functional Textures"
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
Relevant Pages
|
|