Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-11 Thread Wolfgang Jeltsch
Am Samstag, 7. März 2009 18:49 schrieb Roman Cheplyaka:
> Great! I'll have more free time after March 15, and we can arrange an
> IRC meeting to discuss this.

I’d be happy if you would also invite me to this IRC meeting when it will 
finally happen.

Best wishes,
Wolfgang
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Re: 3D Rendering Engine in Haskell (Re: [Haskell-cafe] FRP + physics / status of hpysics)

2009-03-08 Thread Csaba Hruska
2009/3/8 Peter Verswyvelen 

> Of course I write everything in haskell! I mean about Ogre that i use only
>> it's model and material formats and none of its code. Thats all.
>
>
> That's a big relief :-) Will it all be in the IO monad, or do you aim for a
> pure interface?
>
I prefer pure interface.

>
>> Yes, later I'd like to write a collada importer. :)
>
>
> Super. If I find the time I could help with both projects since I've done a
> lot of OGRE hacking and wrote a small collada importer, albeit in C#
>
Cooperation would be great!

>
>
>
>>
>>
>> 2009/3/8 Peter Verswyvelen 
>>
>> Awesome!
>>> When you say you took Ogre as a base, do you mean your engine will be
>>> able to load the meshes and material files, or are you also wrapping the C++
>>> code base?
>>>
>>> Did you also consider Collada?
>>>
>>> 2009/3/8 Csaba Hruska 
>>>
 Hi!

 This should be a bit offtopic, but now I'd like to announce that I'm
 working on a 3D rendering rengine in Haskell.
 I take ogre3d (www.ogre3d.org) as a base. My code can import import a
 subset of ogre model files (currently xml version) and material scripts
 (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23).
 You can easily import an existing 3d content or create new one because
 there are ogre exporter plugins for every major modeler programs.
 Currently I have some working code. I hope I'll be ready to release it
 in a month. It should act as graphical backend for FRP libraries.
 I use yampa in the example program but it's just an option, only example
 program depends on it.

 Cheers,
 Csaba Hruska

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>>>
>>
>
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Re: 3D Rendering Engine in Haskell (Re: [Haskell-cafe] FRP + physics / status of hpysics)

2009-03-08 Thread Peter Verswyvelen
>
> Of course I write everything in haskell! I mean about Ogre that i use only
> it's model and material formats and none of its code. Thats all.


That's a big relief :-) Will it all be in the IO monad, or do you aim for a
pure interface?

>
> Yes, later I'd like to write a collada importer. :)


Super. If I find the time I could help with both projects since I've done a
lot of OGRE hacking and wrote a small collada importer, albeit in C#



>
>
> 2009/3/8 Peter Verswyvelen 
>
> Awesome!
>> When you say you took Ogre as a base, do you mean your engine will be able
>> to load the meshes and material files, or are you also wrapping the C++ code
>> base?
>>
>> Did you also consider Collada?
>>
>> 2009/3/8 Csaba Hruska 
>>
>>> Hi!
>>>
>>> This should be a bit offtopic, but now I'd like to announce that I'm
>>> working on a 3D rendering rengine in Haskell.
>>> I take ogre3d (www.ogre3d.org) as a base. My code can import import a
>>> subset of ogre model files (currently xml version) and material scripts
>>> (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23).
>>> You can easily import an existing 3d content or create new one because
>>> there are ogre exporter plugins for every major modeler programs.
>>> Currently I have some working code. I hope I'll be ready to release it in
>>> a month. It should act as graphical backend for FRP libraries.
>>> I use yampa in the example program but it's just an option, only example
>>> program depends on it.
>>>
>>> Cheers,
>>> Csaba Hruska
>>>
>>> ___
>>> Haskell-Cafe mailing list
>>> Haskell-Cafe@haskell.org
>>> http://www.haskell.org/mailman/listinfo/haskell-cafe
>>>
>>>
>>
>
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Re: 3D Rendering Engine in Haskell (Re: [Haskell-cafe] FRP + physics / status of hpysics)

2009-03-08 Thread Csaba Hruska
Of course I write everything in haskell! I mean about Ogre that i use only
it's model and material formats and none of its code. Thats all.
Yes, later I'd like to write a collada importer. :)

2009/3/8 Peter Verswyvelen 

> Awesome!
> When you say you took Ogre as a base, do you mean your engine will be able
> to load the meshes and material files, or are you also wrapping the C++ code
> base?
>
> Did you also consider Collada?
>
> 2009/3/8 Csaba Hruska 
>
>> Hi!
>>
>> This should be a bit offtopic, but now I'd like to announce that I'm
>> working on a 3D rendering rengine in Haskell.
>> I take ogre3d (www.ogre3d.org) as a base. My code can import import a
>> subset of ogre model files (currently xml version) and material scripts
>> (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23).
>> You can easily import an existing 3d content or create new one because
>> there are ogre exporter plugins for every major modeler programs.
>> Currently I have some working code. I hope I'll be ready to release it in
>> a month. It should act as graphical backend for FRP libraries.
>> I use yampa in the example program but it's just an option, only example
>> program depends on it.
>>
>> Cheers,
>> Csaba Hruska
>>
>> ___
>> Haskell-Cafe mailing list
>> Haskell-Cafe@haskell.org
>> http://www.haskell.org/mailman/listinfo/haskell-cafe
>>
>>
>
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3D Rendering Engine in Haskell (Re: [Haskell-cafe] FRP + physics / status of hpysics)

2009-03-08 Thread Peter Verswyvelen
Awesome!
When you say you took Ogre as a base, do you mean your engine will be able
to load the meshes and material files, or are you also wrapping the C++ code
base?

Did you also consider Collada?

2009/3/8 Csaba Hruska 

> Hi!
>
> This should be a bit offtopic, but now I'd like to announce that I'm
> working on a 3D rendering rengine in Haskell.
> I take ogre3d (www.ogre3d.org) as a base. My code can import import a
> subset of ogre model files (currently xml version) and material scripts
> (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23).
> You can easily import an existing 3d content or create new one because
> there are ogre exporter plugins for every major modeler programs.
> Currently I have some working code. I hope I'll be ready to release it in a
> month. It should act as graphical backend for FRP libraries.
> I use yampa in the example program but it's just an option, only example
> program depends on it.
>
> Cheers,
> Csaba Hruska
>
> ___
> Haskell-Cafe mailing list
> Haskell-Cafe@haskell.org
> http://www.haskell.org/mailman/listinfo/haskell-cafe
>
>
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-08 Thread Csaba Hruska
Hi!

This should be a bit offtopic, but now I'd like to announce that I'm working
on a 3D rendering rengine in Haskell.
I take ogre3d (www.ogre3d.org) as a base. My code can import import a subset
of ogre model files (currently xml version) and material scripts
(http://www.ogre3d.org/docs/manual/manual_14.html#SEC23).
You can easily import an existing 3d content or create new one because there
are ogre exporter plugins for every major modeler programs.
Currently I have some working code. I hope I'll be ready to release it in a
month. It should act as graphical backend for FRP libraries.
I use yampa in the example program but it's just an option, only example
program depends on it.

Cheers,
Csaba Hruska
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-08 Thread Roman Cheplyaka
* Peter Verswyvelen  [2009-03-08 12:00:23+0100]
> On Sat, Mar 7, 2009 at 6:49 PM, Roman Cheplyaka  wrote:
> 
> > * Peter Verswyvelen  [2009-03-07 18:34:10+0100]
> > > On Fri, Mar 6, 2009 at 10:39 PM, Roman Cheplyaka 
> > wrote:
> > >
> > > Is it a performance issue?
> >
> > Yes. As Roman Leshchinskiy explained it's because parallel arrays are
> > not fused properly yet.
> > But it's quite trivial to modify Hpysics to use ordinary lists or
> > arrays, and I think it'll give reasonable performance.
> >
> 
> Personally I would not mind too much about performance initially; I'm very
> confident that lots of optimizations can be done afterwards  - maybe even
> letting the GPU handle certain tasks.

I wouldn't mind too if it was just 'inefficient'; however, it's
practically unusable.

<>

http://physics-dph.blogspot.com/2008/08/status-report-week-11-12.html

-- 
Roman I. Cheplyaka :: http://ro-che.info/
"Don't let school get in the way of your education." - Mark Twain
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-08 Thread Peter Verswyvelen
On Sat, Mar 7, 2009 at 6:49 PM, Roman Cheplyaka  wrote:

> * Peter Verswyvelen  [2009-03-07 18:34:10+0100]
> > On Fri, Mar 6, 2009 at 10:39 PM, Roman Cheplyaka 
> wrote:
> >
> > Is it a performance issue?
>
> Yes. As Roman Leshchinskiy explained it's because parallel arrays are
> not fused properly yet.
> But it's quite trivial to modify Hpysics to use ordinary lists or
> arrays, and I think it'll give reasonable performance.
>

Personally I would not mind too much about performance initially; I'm very
confident that lots of optimizations can be done afterwards  - maybe even
letting the GPU handle certain tasks.


>
> > > > Integrating hpysics with Grapefruit might be a good topic for the
> > > Hackaton,
> > > > trying to make a simple game (e.g. Pong or Breakout) without using
> > > recursive
> > > > signal functions, but with correct collision response and
> > > better-than-Euler
> > > > integration, all handled by the physics engine. Other FRP engines
> could
> > > be
> > > > tried, but Grapefruit hacking is already a topic on the Hackaton, so
> it
> > > > would combine efforts.
> > >
> > > Yes, I'm actively pondering Hpysics+Grapefruit (it's the primary reason
> > > of my interest in Grapefruit). But first of all we need to get graphics
> > > support into Grapefruit.
> > >
> > > Does your proposal re Hackathon indicate that you'd like to join?
> > >
> >
> > Yes, Thomas 'Bob' Davie and I already joined the Hackaton, but the wiki
> is
> > not yet updated.I see you've joined too, cool
>
> Great! I'll have more free time after March 15, and we can arrange an
> IRC meeting to discuss this.


Sounds like a good idea!



>
>
> --
> Roman I. Cheplyaka :: http://ro-che.info/
> "Don't let school get in the way of your education." - Mark Twain
>
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-07 Thread Roman Cheplyaka
* Peter Verswyvelen  [2009-03-07 18:34:10+0100]
> On Fri, Mar 6, 2009 at 10:39 PM, Roman Cheplyaka  wrote:
> 
> > > The blog
> > > seems to be inactive since december 2008; has development ceased?
> >
> > Sort of. One reason is that DPH does not seem to be ready for hpysics
> > yet, another one is that I don't see any potential users around (read: I
> > just need a kick in the ass).
> >
> 
> Is it a performance issue?

Yes. As Roman Leshchinskiy explained it's because parallel arrays are
not fused properly yet.
But it's quite trivial to modify Hpysics to use ordinary lists or
arrays, and I think it'll give reasonable performance.

> > > Integrating hpysics with Grapefruit might be a good topic for the
> > Hackaton,
> > > trying to make a simple game (e.g. Pong or Breakout) without using
> > recursive
> > > signal functions, but with correct collision response and
> > better-than-Euler
> > > integration, all handled by the physics engine. Other FRP engines could
> > be
> > > tried, but Grapefruit hacking is already a topic on the Hackaton, so it
> > > would combine efforts.
> >
> > Yes, I'm actively pondering Hpysics+Grapefruit (it's the primary reason
> > of my interest in Grapefruit). But first of all we need to get graphics
> > support into Grapefruit.
> >
> > Does your proposal re Hackathon indicate that you'd like to join?
> >
> 
> Yes, Thomas 'Bob' Davie and I already joined the Hackaton, but the wiki is
> not yet updated.I see you've joined too, cool

Great! I'll have more free time after March 15, and we can arrange an
IRC meeting to discuss this.

-- 
Roman I. Cheplyaka :: http://ro-che.info/
"Don't let school get in the way of your education." - Mark Twain
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-07 Thread Felipe Lessa
2009/3/6 Peter Verswyvelen :
> Do alternatives exist? Maybe good wrappers (hopefully pure...)  around
> existing engines?

There's Hipmunk, but it is not pure and not that good ;). But if you
don't mess with the global variables (which you normally wouldn't mess
anyway) then you can wrap everything in a separate monad with
unsafePerformIO's, I guess.

--
Felipe.
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-07 Thread Peter Verswyvelen
On Fri, Mar 6, 2009 at 10:39 PM, Roman Cheplyaka  wrote:

> > The blog
> > seems to be inactive since december 2008; has development ceased?
>
> Sort of. One reason is that DPH does not seem to be ready for hpysics
> yet, another one is that I don't see any potential users around (read: I
> just need a kick in the ass).
>

Is it a performance issue?


>
> > Integrating hpysics with Grapefruit might be a good topic for the
> Hackaton,
> > trying to make a simple game (e.g. Pong or Breakout) without using
> recursive
> > signal functions, but with correct collision response and
> better-than-Euler
> > integration, all handled by the physics engine. Other FRP engines could
> be
> > tried, but Grapefruit hacking is already a topic on the Hackaton, so it
> > would combine efforts.
>
> Yes, I'm actively pondering Hpysics+Grapefruit (it's the primary reason
> of my interest in Grapefruit). But first of all we need to get graphics
> support into Grapefruit.
>
> Does your proposal re Hackathon indicate that you'd like to join?
>

Yes, Thomas 'Bob' Davie and I already joined the Hackaton, but the wiki is
not yet updated.I see you've joined too, cool
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Re: [Haskell-cafe] FRP + physics / status of hpysics

2009-03-06 Thread Roman Cheplyaka
* Peter Verswyvelen  [2009-03-06 11:17:50+0100]
> Regarding hpysics, did anybody did some experiments with this?

Nothing I'm aware of.

> The blog
> seems to be inactive since december 2008; has development ceased?

Sort of. One reason is that DPH does not seem to be ready for hpysics
yet, another one is that I don't see any potential users around (read: I
just need a kick in the ass).

> Integrating hpysics with Grapefruit might be a good topic for the Hackaton,
> trying to make a simple game (e.g. Pong or Breakout) without using recursive
> signal functions, but with correct collision response and better-than-Euler
> integration, all handled by the physics engine. Other FRP engines could be
> tried, but Grapefruit hacking is already a topic on the Hackaton, so it
> would combine efforts.

Yes, I'm actively pondering Hpysics+Grapefruit (it's the primary reason
of my interest in Grapefruit). But first of all we need to get graphics
support into Grapefruit.

Does your proposal re Hackathon indicate that you'd like to join?

-- 
Roman I. Cheplyaka :: http://ro-che.info/
"Don't let school get in the way of your education." - Mark Twain
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[Haskell-cafe] FRP + physics / status of hpysics

2009-03-06 Thread Peter Verswyvelen
Regarding hpysics, did anybody did some experiments with this? The blog
seems to be inactive since december 2008; has development ceased?
Do alternatives exist? Maybe good wrappers (hopefully pure...)  around
existing engines?

Integrating hpysics with Grapefruit might be a good topic for the Hackaton,
trying to make a simple game (e.g. Pong or Breakout) without using recursive
signal functions, but with correct collision response and better-than-Euler
integration, all handled by the physics engine. Other FRP engines could be
tried, but Grapefruit hacking is already a topic on the Hackaton, so it
would combine efforts.

It feels as if none of the current FRP engines can handle physics correctly,
since a typical physics implementations requires "time backtracking", in the
sense that when you want to advance the current simulation time by a
timestep, collision events can happen during that time interval, and hence
the FRP engine can only advance time until the earliest collision event. So
to do physics *with* an FRP engine, the implementation and maybe even
semantics of the FRP system might need to be changed. *Using* a physics
engine as a blackbox inside an FRP system might make more sense.

Thanks to Wolfgang Jeltsch and Christopher Lane Hinson for having a
discussion with me that lead to this.  Interestingly a similar discussion
was help by other people in the Reactive mailing list at the same time :-)

Cheers,
Peter Verswyvelen
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