Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uunet!ogicse!milton!hlab From: unr!balli-d@uunet.UU.NET (Dana Ballinger) Newsgroups: sci.virtual-worlds Subject: Fractal VR Game (Was Re: data sources, background reality, fractals) Message-ID: <1991Jun19.195920.26293@milton.u.washington.edu> Date: 14 Jun 91 16:12:44 GMT Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: University of Washington Lines: 170 Approved: cyberoid@milton.u.washington.edu I have received email from a large number of interested persons, who have indicated a desire to assist in the development of, or to evaluate, a fractal based VR game (or entertainment environment). PARTICIPATION In requesting participation, I am hoping to form a net-based team of individuals and/or organizations capable of fully exploiting the concept of a fractal based reality. In return for their participation, they will receive the same benefits as I -- an expanded understanding of this concept. In addition, they will be informed of the concept itself, while being free to exploit it individually, or in continued cooperation. FRACTAL BASED REALITY We use the term FRACTAL BASED REALITY because, in a mathematical sense, it has a direct link to actual reality. In a philosophical sense, the actual universe may be based upon a fairly simple set of rules expressing themselves as fractals. This simple idea, in combination with several chronic problems painfully familiar to those working with VR, led us to a fractal based solution. VR PROBLEMS Leaving out problems associated with human interface hardware, there are several areas of VR which are currently sources of frustration, especially for those with extreme hardware limitations (PC/AT compatibles for example): DATA VOLUME The amount of data required, even for simple environments, often exceeds hardware capability. In the case of an interractive entertainment system, data requirements increase to provide continued interest for the user. DATA RELATIONSHIP The definition of data interactivity is often memory and processing intensive. Solutions can result in an undesirable forced limitation to data interraction modes. PROCESSING SPEED Large amounts of data can create a requirement for high processing speeds. In reverse, the attempt to minimize data through the application of object defining formulas can also require high processing speeds. DATA SOURCES Environments sufficiently complex to capture and maintain the attention of an entertainment seeker preferably would be rich in interractive detail. Sources (other than informational) are hard to find. The environments for the typical VR's are painstakingly built up by hand. The time required for a user to assimilate each component is usually less than that required to create it. Even when component interraction is not fully understood, a complete knowledge of the components themselves usually results in user bordom. An example of this is Chess. Even though Chess presents a fantastic level of complexity to the user, the AVERAGE individual becomes bored soon after learning the moves. FRACTAL FRAMEWORK FOR REPRESENTING A REALITY To provide immediate and maximum interest to a user, the environment should be comprehensible and familiar. This can be accomplished by generating an environment which parallels the real world. The real world can be viewed as a group of systems, each system having boundries representing a transition from one system to another. The boundries are a subject in their own right, and will not be addressed here. As Mandelbrot has shown us, it is possible to model a system using a fractal. By selecting a class of fractal and an appropriate fractal dimension, it is possible to create a model displaying the appropriate structure and "bumpiness" which mimics the system in infinite detail. Each system important to the environment will be modeled by a fractal. These systems will include: STAR/SOLAR SYSTEM AND RESOURCE DISTRIBUTION IN GALAXY SOLAR SYSTEM PLANET/MOON DISTRIBUTION PLANET SURFACE TOPOLOGY PLANET SUB-SURFACE TOPOLOGY (CAVERNS/CAVES) PLANET RESOURCE DISTRIBUTION: MINERALS, OIL, COAL, ETC. PLANET SURFACE STRUCTURES: FORESTS, DESERTS, CITIES, WEATHER SURFACE SUB STRUCTURES: TREES, DUNES, BUILDINGS, RAIN, LIGHNING, ETC. LOW LEVEL OBJECTS: ROCKS, CREATURES, WALLS, ETC. Subsystems take starting values from parent systems, in this way systems related by scale are anchored to one another. For example: Solar system gets star size and mineral composition from galaxy. Planets get sizes, minerals, and solar distances from solar system. Planet topology comes from planet composition and solar distance. Planet water distribution comes from composition and topology. ETC. STATIC versus DYNAMIC The environment described above is static in that it cannot be modified by the user. The solution to this involves maintaining MODIFICATION or EXCEPTIONS data bases. These data bases track exceptions to the fractally defined environment caused by user interaction. Data indexing problems are minimized since the fractal reality can be used as the index. Non-user exceptions to the fractal system (related to time flow) can be modeled by cyclical changes to systems which are predefined or are themselves defined by fractals. OTHER CONSIDERATIONS An objects data base must exist, and many objects are suitable for full or partial definition by fractals. Visual representation (rendering) of a fractal reality may be accomplished using familiar tools, since the fractals are just a source of data. In many cases, fractal data would just be used as a way of defining the relationships between objects existing in a database. Movement through a fractal is accomplished using the coordinate system on which the fractal is based. Generation of a fractal reality can be mostly local (with respect to the user). Many objects could be "generated" as opposed to created and stored in a data base. In other words, clever design of object components would allow objects to be created at random based upon their purpose and placement within the fractal reality. EQUIPMENT AND LANGUAGE We are designing the software to run on AT compatibles. An AT running at 12MHtz with a 40MB hard drive will be more than capable of managing the fractal reality. The initial human interface will consist of a standardized "window like" graphics interface which has access to a simple rendering program. We are currently debating the issue of running in real time. We are using MicroSoft C. After reviewing C++, we determined that it was vastly superior to more standard versions of C, but was not widely accepted nor as portable. CONCLUSION The end product of this endeavor should be a general purpose environment definition system capable of being used by VR's and VR like entertainment systems. The first task in this project is to expand and fill-in the concept. Please feel free to request more details about our game, or the idea of fractal reality in general. I am creating a list of individuals and organizations interested in participating in this project. Please let me know if you wish to be included on this list. Sincerely, Dana