Logocraft (was Re: [squeak-dev] 3D points?)
Casey Ransberger
casey.obrien.r at gmail.com
Thu Feb 28 01:04:06 UTC 2013
Vector3D is totally it. I knew I'd seen it x at y@z somewhere, which was in
OpenQWAQ now that I think about it.
Is there a canonical MC repository for this code, or should I grab an
Cobalt image and start filing stuff out?
Eeep! I'm a step closer to Logo in Minecraft :D I did the simplest thing
that would work, which is something like...
turtle
penDown;
turn: #west;
go: 5;
turn: #up;
go: 1;
turn: #east;
go: 5
This is actually good enough to make procedurally generating relatively
complex builds (e.g., a CPU) much less painful that even a map editor, but
it doesn't feel like Logo at all. I haven't used Logo since childhood, but
IIRC one would turn by degrees and these would be mapped onto pixel space.
I *think* this is why I'm wanting a 3D Point, so I can map 3D points onto
voxel space without reinventing the third dimension from scratch.
This was a fun problem to think about: I tried to get #left and #right as
valid params to the turn method, but wait! What does #left mean when the
turtle is currently traveling up? Which has me now thinking in terms of
roll/yaw/pitch. It's weird to think about.
I'm having a blast though. Thanks for doing the bindings, Bert!
On Wed, Feb 27, 2013 at 1:51 AM, Bert Freudenberg <bert at freudenbergs.de>wrote:
> On 27.02.2013, at 10:45, Bert Freudenberg <bert at freudenbergs.de> wrote:
>
> On 27.02.2013, at 05:54, Casey Ransberger <casey.obrien.r at gmail.com>
> wrote:
>
> Is there a stand alone package that provides Point>>@ in Squeak? E.g., x at y
> @z.
>
>
> Balloon3D-Math from
>
> http://www.squeaksource.com/*Balloon3D*/
>
> - Bert -
>
>
> Ah, but Ron is right, using the one from Croquet would be better.
>
> - Bert -
>
>
>
>
--
Casey Ransberger
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