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Erlkönig: Z (ζωιον) - zme

Recent News

There is a big rewrite in progress right now in order to allow several key things:

These are implemented:

X Support under the Z Project

[X server in an OpenGL texture]

In this picture, an X server (Xvdtex) has been mapped onto a square, which is the current (yellow-highlighted) manipulated object. Note (difficult in this still image) that the swissclock app and xclock are fully active and updated in this mapped texture. A test grid, enclosing sky, simple landscape, and the ubiquitous sheep are also visible.

2002-12-19

2002-12-11

2002-12-08

2002-12-04

2002-12-03

2002-11-14

2002-11-12

Now that the Zone class finally has a design to go with its loosely-defined role, implementation of the next incarnation of zme has started. This upcoming version has the following differences from the current one:

(some indeterminate date)

zme, a third-generation rewrite of the object hierarchy manipulator, is much more efficient than its zland predecessors. Where an idle zland would utilize 80-100% of the CPU, the newer zme originally used negligible CPU time (0.1%) while redisplaying during sustained runs with early Zys chains.

Screenshots from Early Incarnations

[floating sheep groups] In the screenshot a hierarchy of objects can be seen, including the test grid, terrain, enclosing sky object, and various sheep. The yellow-bracketed sheep in the rightmost group (the lower of the two medium-size ones) is the current manipulation focus. It's coordinates are in terms of the frame of reference of the red-bracketed sheep nearest the terrain which is acting as its hierarchic base (or parent object). The other three green-bracketed sheep in the rightmost group are the immediately next level of objects contained by the focus object.

In this case, the focus sheep has just been rotated (rolled) to its left, carrying all of its three sub-sheep with it. Note that in performing this operation, the subsheep have not been directly modified at all.

[floating sheep groups with textures] In the image to the right, the first with functional texture mapping, the fact the one sheep on the right is nearly inverted is easily seen. That sheep is actually part of the triad below, and follows that group's movements.


[floating textured sheep from a distance] In this image, where the viewer has pulled back quite some distance from the sheep, the land is currently highlighted for manipulation - it has been enlarged to the point of extending outside of the sky volume.


[floating sheep groups being edited] Here a group of sheep can be seen, individually texture-mapped with a fractal, a color wash, and a complex gold pattern. The white sheep have been inserted dynamically. In this particular run, the sheep.zop object description was edited to correct a mismapping of the texture coördinates, and then the updated sheep description was loaded on-the-fly into the running program (by hitting "=" on an affected sheep). The yellow-highlighted white sheep is the current modification focus.


The Initial Proof-of-Concept

An early branching hierarchy

Here the outer half of the grid has been twisted as a unit due to all of it having been contained in the transform of the highlighted blue cross object.

[early Z hierarchy demonstration with multiple branches]

The First Zys chain

Here the first Zys chain can be see branching up and right from the origin of the testgrid.

[the first Z hierarchy demonstration with one Zys chain]



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