myUniverse // statements at week 2

Jun 10, 2012 - 14:57

Hi there,
for those interested in my project myUniverse, here are my statement after the week2 of work/design.
Indeed, these aren’t really 2 weeks, but at least 1 full on it.

I hope you like my journey’s description.
One of the reason of that is a bit because travelling without sharing things suck a bit.
It is also to write my log file too, and to be able to see the path walked behind me.


A part of the grand central station hub of the communication system


Some architecture design mods
I decided to put all dynamic data like distances objects/cam, and their related calculations in my objects.
I mean, the nearer from the entity which needs it.
That way, I can free the JAVA Core to:
– calculate & store (store the current distance isn’t really relevant!)
– message all objects with these dynamic values which takes time & energy..

Now, I’m using only Max objects to <em>transmit</em> the current cam position & orientation to ALL my objects using a broadcast bus (receive/send)
I’m also beginning to use jit.gen / GenExpr for fast calculations of distances & more, and yes, it seems TERRIFICALLY fast.
Indeed, pure matrix calculation seems really speedy

And indeed, the JAVA Core will progressively be only used for:
– interface with presets (store/load)
– interface with the GUI
Only that.
All the dynamic & current value job would be done using Max objects directly (I mean native or externals, but .. Max objects, not JAVA or JS or code)


Some sound part big change
I wanted to keep part separated.
During my prototyping step, I used some small poly~ directly in my objects abstractions.
It was only to avoid to use the messaging system and to have to switch between Super Collider & Max6 during the prototyping phase.
And I liked it.
Indeed, it would be much more simple to make all in Max.
I’d go to SC or another external sound generator only if things go bad, from a performance side.

I tested ICST Ambisonic pack.
It seems to work very fine.
I’m not sure I’ll use it yet.

Each sound part of my objects will be built like that:
– the sound generator itself
– the distance attenuation part (depending of object itself + some atmosphere global parameters)
– the doppler effect part (depending of the relative speed between cam & object)
– the spectralization part (depending on the 3D position of the object relative position to cam)

In this case of object containing both visual & sound part, I have a total coupling between those part.
It makes me afraid to be limited ; at first I wanted to be able to link that object to this or that synth
BUT no. at very first i wanted to create object units very specific. as if they were living… with their characteristics.

artistically speaking, I like that idea.
this would be like … I spend some time on this creature.. making it living progressively.. If I need something different, I would create a totally new one… being able to use both type in my scenes ­čÖé

Not a lot visuals yet
Currently, my system only displays kind of basic primitive spheres.
I’m afraid that hardcore textured or multiple objects would crash the whole system
But I cannot go further by detailing all at the same time
I’ll see that part quite soon
Already, I built a system that take care of inactivate/activate objects depending on their relative position to cam (far OB3D objects are inactivated for the current openGL context)
my current steps:
– to be able to integrate the sound chain in each poly, or in each object at the outside of the poly (safer, maybe)
– to be able to really separate dynamic & static (=those who need to be store/retrieve from presets)
– to be able to calculate all hardcore stuff using the fastest way jit.gen or even some specific C externals
– to be able to draw some nice piece of visuals using the whole system, without killing the performance which would drive me to consider again some great part of the architecture


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