Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Friday, September 7, 2018

Camera Angle Irregularity

The "camera" of this metaphysical universe is an undisciplined and controtionist mechanism that refuses to show coherent representations of what is occurring in-game without making the watcher severely nauseous. Sometimes the view switches to first-person; at other times, the player's character--their metaphysical avatar--becomes naught more than a small dot in the middle of a blob of indistinguishable color.

Other player's avatars are blurry and difficult to make out--at least those running on an older version of the mechanism that this game runs on. The camera takes effort to focus, especially on moving targets such as the fast-walking avatars of other people (most of whom will not be playing my game, or even be aware of it.)

Sometimes, when the conditions are right, the camera clicks onto some sort of solid manifestation and, then, it is possible to see ancient magic constructs whose very appearance is enough to cause a deep, memorable emotional experience. Those are the constructs that I am working towards portraying and creating. Constructs that can be admired by people who understand what is going on.

There is a little bit of magic going on within the mind's internal camera. The only problem I have is: how do I access it?

Building a Game Engine from Scratch: Otherwise Known as Flailing in the Dark

Every game needs a game engine. It's that simple. Metaphysics presents us with its "engine," which is really an ancient thought-construct that is so rusted and out of calibration--as well as being archaic as fuck--that trying to reverse-engineer it is like a caveman taking apart an iPhone in an attempt to replicate it. That's the stage I'm at in my current developmental period. The basic goal is to reverse-engineer the current working code of the metaphysical universe so that I can start making things out of it.

There are some strange mechanisms lurking in the depths of the psyche/collective unconscious, some of which are very dangerous to play around with. The realm I am in is the same one inhabited by the gods of old--who have been living in stagnation for over two millennia, now changing how they live, drinking, fighting, and believing they rule the world. Their mechanism has rotted away until there is naught left but fecal matter and shells of former beings of glory. I have had some bad experiences interacting with the natives of this metaphysical universe--as well as some intrusive invaders--but those stories are for another post--one on the maintenance of metaphysical law and order. I have yet to figure out the specifics, and I am in desperate need of manpower (the current function is being handled by drones, which are not as effective as a real, flesh-and-blood human being.)

Step one of building an engine is stripping the metaphysical world apart in an attempt to figure out how it works. I will be describing several of the constructs that exist in this world, as well as my theories about what they do and why they exist. Then, I will regale you with my attempts to teach the command code of this metaphysical universe how to have fun in a controlled, rule-driven manner. In other words, I am teaching an ancient supercomplex how to have fun.

Again, I am in desperate need of programmers and designers, (not to mention the support staff for the administration of a city and game world), and if you want to join you can contact me at minerzep@gmail.com. I will teach you how to code as best I can in this world. There are some seriously amazing constructs that have already been built.

The code of this world is built on linguistics and color, with an emphasis on thought translation through the transfer of impression. Again, I am in the beginning of the beginning stage when it comes to utilizing the full functionality of this system, and I have yet to figure out how to create a non-buggy way to visualize what is going on. Right now I'm working on the stabilization of the viewpoint-camera complex, and while it is going okay, there is still a long way to go.

As a test object, I have built a 3D model of Cloud from Final Fantasy, and am trying to figure out how to visualize him walking, running, and swinging his sword, all inside of a solid, three-dimensional environment with full population of assets. So far, it's halfway working, but there are still a whole bunch of bugs to work out.

The current viewscreen is in the lower half of the black space inside the mind, viewing the model from a third-person perspective from an angle somewhat lower than the back. Objects in the far distance have yet to have a method for their rendering, and objects up close take a while to load into being.

One problem that I am having with this engine is its inability to cast copies of 3D models. If you create a model, it is quite difficult to get the system to replicate it and host it separate from other identical models. That is one of the current problems I am working on.

The last problem I am having with this engine is the problem where it is impossible to travel from one point to another without teleporting--I want it to take time to get from one area to the next. The system is set up to allow instantaneous travel between imaginary locations, which, although useful in some cases, decreases the enjoyability of travel between points, where most of the adventures of any RPG flow.

Again, any help is appreciated when it comes to testing, designing, and coding. Anyone who wants to help contact me at the email I gave earlier, and I will give you a crash course in metaphysical programming. Plus, I'll pay you in metaphysical currency--it really does have a use. There are medicines that cure anxiety and weapons that shoot fear. There are skins for your avatar and objects that help you think. I can't vouch for their effectiveness yet--but there will, eventually, be purchasable goods and services that will be worth your time.

Thursday, September 6, 2018

3D Modeling and How it is Achieved in the Psychic Realm

Since our brains only have, like, a couple of megabytes of video memory (not exactly sure if that estimate is correct) when off psychedelics, 3D modeling and the faithful reproduction of the artist's intent shouldn't be possible. However, I have experienced (albeit in isolated, non-controlled environments) the transmission of full-HD scenes and rendered environments from brain to brain--or rather, from my server to their brains, as I am confident that a considerable amount of the "permanent" information I create is stored in some sort of collective unconscious "cloud storage."

In any case, it is only possible to fully view 3D objects in full color for a few seconds when off psychedelic drugs. I have never used any sort of psychedelic--and, for legal purposes, I do not advocate for their use (though I do think that they should be less illegal and should have a better, more easily contributed body of scientific literature, which, if pointing to a positive effect of any psychotropic drug, would lead to the invalidation of this disclaimer for moral and legal purposes). However, I do have a theory that LSD, DMT, and possibly psilocybin can allow for an experience of these 3D models in their full, video-game-eqse glory.

However, at my current visual processing capacity, which is greatly hindered by my antipsychotic medication--of which I am greatly thankful for, as they keep my thoughts from wandering into "unreal" territory which is mostly characterized by delusions about the glorious value of my ideas and a difficulty to keep my mouth shut on these psychic topics where it matters. As I am, on the strongest antipsychotic medication available to the public, I am able to view my non-psychedelically enhanced metaphysical activities in a light that is as logical and grounded as I can make it, par exception.

I have many stories to tell. But, this post is all about 3D modeling in imaginary space. Let me first discuss the properties of this imaginary space, as far as I can see. In it, it is possible to project a concept that is backed by memory and remembered experience in a way that makes it "visible" to yourself and anyone who happens to be logged in to the same space. For example, I imagine a car, and the impressions I get when I look at, ride in, and touch that car. All of those memories are collected together into an artificial experience that, in theory, at least, should be transferable from person to person, and should be able to exist independently from any one particular human being.

As I cannot see very much in my mind's eye, due to a variety of complications, I mostly experience my own 3D models as impressions and a simplified knowledge of where it is and what its aspects are. I have found, anecdotally, that when I bring other people to where I have placed these artifacts and models, they see them in full color and 3D. As one person put it, "like in a video game." That is the final goal of any psychic 3D modeling.

Now, on to a few hard rules about modeling in 3D+ in the psychic realm. First off, you don't have to be limited to simple appearance--though that is a topic for another post. Second off, it is easier to create natural objects and models that utilize anthropological motifs--for example, it is easier to create a model of a human avatar in iconic battle armor (my first creation was a direct copy of Saber from Fate/Stay Night, and by golly it worked), than it is to create a simple geometric shape. Using this software to model a cube or any shape made out of vertices and corners with faces that are not naturally shaped will lead to a blob that is constantly shifting, as if you have locked up psychic potential and it is trying to escape. Thus, the building blocks of these 3D models are not small points separated by vertices--in other words, a bottom-up approach to informational transformation--and, rather, are pared down from grand concepts.

This is how the modeling works: I want a red car. A red car appears, generic to your memory and without much in the way of "additional" transcription. Next: I want this car to be a Ferrari. The car morphs, and now it is stored in the "system" as a "red Ferarri car" instead of simply a "red car." The visual aspect of that car is taken directly from your memory. That is to say, modeling big, general things in this metaphysical system is easy and effortless. Modeling specifics--the small, more precise points--becomes more challenging as the design progresses in linguistic complexity. For example, it is easy to model a knight in shining armor and animate a couple of general attack functions (animation will have its own post), but it is hard to model a Germanic soldier with armor specific to a certain time period, marked with a special crest and possessing the ability to take off its armor, move in many specific ways, and have a shining reflection effect on its armor. It is even harder to build something that you have no memory of--as there is no way to build things "bottom-up" in this system.

However, 3D design in this world, both the creation and animation, is possible, and though it takes a lot of work--just like real 3D design--its rewards are a great, interesting, and palatable telepathic gaming experience.