It is true that these are computationally demanding, but as they have 
well-defined and stable interfaces, I do not see a problem in having them 
implemented in C++. We could use numpy arrays for holding data and have a 
module implemented in C++ for actually doing the search. I use this scheme for 
a nearest-neighbor library (libnabo) and it works fine.

It would be great if you could work on glob 3 ;-)

If we do a kickstarter should we build an association to collect and distribute 
money? Is kickstart still only available in the US/UK?


Bradley Arsenault <[email protected]> wrote:
>A Kickstarter project to create globulation 3 would need in the range
>of
>100K I would estimate. I still do freelance contracts so if the money
>was
>actually raised, it could be arranged.
>
>I wouldn't recommend using blender game engine myself, or Python. I'm
>not
>sure these would be fast enough for the pathfinding algorithms or AI
>heatmap calculations.
>
>
>On Sun, Dec 15, 2013 at 9:32 AM, <[email protected]> wrote:
>
>> > Absolutely, I think that really makes sense. The questions is then
>how
>> > much do we want these animated, and what the engine should provide
>for
>> > that. With the progresses of blender in the recent years, we can
>imagine
>> > nice animations of the buildings when they are active.
>>
>> it depends a lot more on the shader capabilities of the engine you
>are
>> planning to use, anyway, we can discuss the file specs if you want ;)
>>
>>
>> _______________________________________________
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>> [email protected]
>> https://lists.nongnu.org/mailman/listinfo/glob2-devel
>>
>
>
>
>-- 
>------
>Bradley Arsenault
>
>
>------------------------------------------------------------------------
>
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