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Branch - Sim - Leaves (and CHICK idea)

Published
3 min read
Branch - Sim - Leaves (and CHICK idea)

After 45th iteration, we have stable FUN growth of trees.

It still lacks staggered budding, no thickness rendering, but at least we have something that's working and gives something visually pleasing.

  • grows towards light direction.

  • leaf points die off when thickness increases.

  • stable stochastic rendering of leaves.

  • stable growth with ATP and NU burns.

  • ATP sourced from sunlight.

  • NU sourced from DIRT.

This is a big milestone for MACHI since we've gone from mere IDEA to something that we can SEE.

WHAT'S NEXT

We can continue on improvements (dormant bud points, thickness increasing, diversification, etc) here, however, I think this is a place to PAUSE since we have something SEMANTICally RICH that is also VISUALy RICH.

  • It bridges the gap between the world that ai agent will see and feel.

  • and the world that humans will see and feel.

What's next though?

One interesting ANGLE is that we could repeat this exercise of modeling real world stuff in 2D pixel grid using textures as a source.

Trees are mostly stable and "GROUNDED". So, they are innately easy to model it in stable pixel grid.

But, let's try to PROJECT and apply this "modeling algorithm" into digital beings.

Staring with real humanoids are going to be disastrous I presume.

What if… we modeled say……………………. a CHICK.

  • a chick is like a tiny pixel being.

  • They start as an egg, and they hatch under certain conditions are met.

  • and move around.

  • eat grain to grow

  • then they become chickens.

  • then they age and may die.

Yeah, I think that could be modeled in pixel grid given that the chicks can only move limited amount of distances.

Would it be a good idea to model it in pixel grid?

I don't necessarily think so. Even if we model it in pixel grid, I think we should have a STABLE PLANE for the simulation of growing it. Instead of using WOLRD plane, we would use ENTITY PLANE where the being is center of the universe. the coordinates are WRT the being.

How does this CHICK animate?

I think, when we model the character, we will model it just like the TREE.

where we do something like:

                [HEA]
                [NEC]
      [ARM][ARM][BRE][ARM][ARM]
                [TOR]
           [LEG][ASS][LEG]
           [LEG]     [LEG]
           [FOO]     [FOO]
          

Not up to scale or anything but you get the idea.

Then rendering will just add some thickness around these pixels.

Animation will be reduced to animating a STICK figure in pixel art.

Honestly not sure if this is a good idea but at least it is a start for thinking of translating a "visual thing" into a "semantic thing."

Overall center of GRAVITY is going to be around how to CONNECT THE DOTs between SpriteDX and MACHI. They live in two different planes, but how do we bridge this gap between VISUAL WORLD and SEMANTIC WORLD. That's going to be the main PULL for my next task.

That's it for today. Gotta get back to my course work.

-- Sprited Dev 🐛

Machi

Part 3 of 37

Follow the development of Machi, a side-scrolling simulation world built to test AI agents, tile-based emergence, and the future of embodied intelligence. Coming Soon: https://machi.sprited.app

Up next

Machi - Root Growth

Next we tackle root growth. First, we seed the root if a dirt tile touches a branch and that branch is facing outward from my dirt cell. The branching for root is too high. Let's adjust it. Better