Note: In simple terms a Porosity Lens is a way to understand peoples navigation through an environment. A key aspect is that it takes into account how long people spend at certain places. This reflects on the public/private nature of those places. The use of the term 'lens' in Porosity Lens is metaphorical; in other words instead of using a glass lens to focus rays of light into an image (as is the case in a literal lens) students in BENV2423 are using flowgraph nodes to focus information to create a real-time interactive environment.
Flowgraphs don't exist in a vacuum; depending on the students concept they will need to link/embed flowgraphs in objects, spaces, vehicles, characters that in some cases will need to be custom designed and built in SketchUp.
Porosity According to Richard Goodwin:
Porosity: the revision of public space in the city using public art to test the functional boundaries of built form. - Richard Goodwin."The marginality of public art makes it ideally suited to the task of commenting on or contradicting the main body of the text of public space in the city. This contradiction is central to the work of this thesis.""It can be argued that the social construction of a city is as important as its physical manifestation as buildings."
Information above is from website: http://unsworks.unsw.edu.au/vital/access/manager/Repository/unsworks:1616#datastreamsView (accessed 22/9/10)"Pores are minute openings in a surface through which fluids may pass. To be porous is to be full of pores. Porosity is the state or quality of being porous.""... it has been possible to create images of 'what a building desires' to do next or how it might connect to other structures. In so doing, the designer can accelerate the flux of architecture. This flux or viral growth is or has been to date inevitable, but so slow that the public do not detect it.""The study claims parts of private space in the city as types of public space, and then sets about to catalogue, characterise and test these spaces through public art.""Central to my belief is the following measure: 'If one can visit a toilet adjoining a corridor leading from the lift lobby at level X of building Y and stay within that space comfortably for one hour then that constitutes a one hour public space'. In other words, the city is full of spaces of transition, connection and bodily comfort, which have yet to be claimed or classified as types of public space within the city. Clues lie within the networks of these spaces for what cities might become.""This three-dimensioning of public space enables the possibility of both more public space opportunities and also access to valuable facilities...""Porosity also seeks to engage in the continual flux or state of becoming which constitutes the edge condition of architecture now and architecture in the future.""The aim... is to accelerate the process of making public space by re-negotiating corridors of private space, which facilitates 'the public' on its journey from public to final private destination space."
Information above is from website: http://unsworks.unsw.edu.au/vital/access/services/Download/unsworks:1616/SOURCE02?view=true (accessed 22/9/10)
THESE ARE SOME NODES I HAVE BEEN EXPLORING WHILE MAKING MY FIRST FLOWGRAPHS:Game:LocalPlayer
This node outputs the local players entity id, and there are no inputs on this node.
Misc:Start
This node is called when the engine is initialized.
InGame Port: Start will Trigger in PureGameMode
InEditor Port: Start will Trigger in EditorGameMode
Movement:RotateEntity
This node rotates the selected entity at a defined speed.
entityId Port: Changes the attached entity dynamically.
Speed Port: Speed (degrees/sec)
Paused Port: Pause the motion when true.
CoordsSys Port: RotationAxis in World or Local Space.
Current Port: Current Rotation in Degrees.
CurrentRad Port: Current Rotation in Radian.
Movement:MoveEntityTo
entityId Port: Changes the attached entity dynamically.
Destination Port: Destination.
DynamicUpdate Port: Dynamic update of Destination [follow-during-movement]
Speed Port: speed (m/sec)
EaseDistance Port: distance at which the speed is changed (in metres)
Start Port: Trigger this port to start the movement.
Stop Port: Trigger this port to stop the movement.
Current Port: Current position.
Done Port: Triggered when destination is reached or movement stopped.
Time:Delay
This node will delay passing the signal from [In] or [Out] for the specified number of seconds in [Delay].
In Port: Value to be passed after [Delay] time.
Delay Port: Delay time in seconds.
out Port: Out.
AI:AIAnim
This node plays the animation, perhaps a previously made flow graph for the AI to perform.
entityId Port: Changes the attached entity dynamically.
Sync Port: for synchronization only.
cancel Port: cancels execution (or stops the action)
animstateEx_name Port: name of animation to be played.
Method Port: which method to use.
done Port: action done.
succeed Port: action done successfully
fail Port: action failed.
start Port: activated on animation start.
This information is from- http://wiki.crymod.com/index.php/Flowgraph_Nodes (accessed 23/9/10)
THE FLOWGRAPH NODES I AM USING TO SCALE MY SPAWNED OBJECTS:
Math:Random
This node selects a random number between the limits that I can choose.
generate Port: generate a random number between min and max
min Port: minimum value of the random numbermax Port: maximum value of the random number
out Port: random number between min and max
outRounded Port: [out] but rounded to next integer value
Vec3:Scale
This node will scale the number that is chosen by the Math:Random node on its x,y,z axes.
vector Port: holds x,y,z values
scale Port: connected to 'out' port of math:random to activate scaling
out Port: connected to 'scale' or 'rotation' input ports of Entity:SpawnArchetype
Entity:SpawnArchetype
This node is in the plugin system which I downloaded. I am using it to spawn objects behind me when I (local player) moves around.
Spawn Port: connected to Logic:Any node which means in my flowgraph that an object will be spawned every 0.1 seconds
Archetype Port: shows identity of object to be spawned
Pos Port: specifies position of object
Rot Port: specifies rotation of object
Scale Port: specifies scale of object
Done Port: what to do when spawning finished
No comments:
Post a Comment