Did you ever feel the urge to turn the power of image processing and OCR into music? Maybe you wanted to use motion capture to illustrate the dynamic movement of a kung-fu master in stunning images like the one above? Both projects were created with the same software.
vvvv -pronounced ‘four vee’, ‘vee four’ and sometimes even ‘veeveeveevee’- calls itself ‘a multi purpose framework’, which is as vague and correct as calling a computer ‘a device that performs calculations’. What can it do, and what does the framework look like? I’d like to show you.
Since its first release in 1998 the project has never officially left beta stage. This doesn’t mean the recent beta releases are unstable, it’s just that the people behind
vvvv refrain from declaring their software ‘finished’. It also provides an excuse for some quirks, such as requiring 7-zip to unpack the binaries and the UI that takes some getting used to.
vvvv requires DirectX and as such is limited to Windows.
With the bad stuff out of the way, let’s take a look what
vvvv can do. First, as implied by the close relationship with DirectX, it’s really good at producing graphics. An example for interactive video is embedded below the break. With its data flow/ visual programming approach it also lends itself to rapid prototyping or live coding. Modifications to a patch, as programs are called in this context, immediately affect the output.
The name ‘patch’ harkens back to the times of analog synthesizers and working with
vvvv has indeed some similarities with signal processing that will make the DSP nerds among you feel right at home.
Continue reading “Interactive Visual Programming With vvvv”
There was a discussion in the comments when the Alpha Go results were released. Some commentors were postulating that AI researchers are discounting more fluid games such as the RTS StarCraft.
The comments then devolved into a discussion of what would make the AI fair to consider against a human player. Many times, AI in RTS games win because they have direct access to the variables in the game. Rather than physically looking at the small area of the screen where a unit is located and then moving their eye to take in strategic information like exact location, health, unit level, etc, the AI just knows that it’s at 120x,2000y,76%,lvl5, etc instantly. The AI also has no click lag as it gets direct access to the game’s API, it simply changes the variables and action queue of a unit directly.
So we were interested to see [Matt]’s Star Craft AI that required the computer to actually look at the game board and click. [Matt]’s AI doesn’t see using OpenCV, which in its own way is forcing the computer to look in a way that’s unnatural to it. He instead wrote some code to intercept the behind the scenes calls to the DirectX library.
The computer is then able to make determinations about what it is looking at using the texture information and other pieces sent to the library. Unlike AI’s that get a direct look at the variables, it has to then translate this and keep its own mental picture of the map and the situation. If a building is destroyed, for example, it has to go over and look at that part of the map, test what it’s seeing against a control, and then remove the building from its list.
The AI’s one big advantage are its robot fingers. Even though this AI has to click on the interface, it doesn’t do it with a weak articulated fleshy nub like the rest of us. This allows the AI to get crazy Actions Per Minute (APM) in the range of 500 to 2000.
The AI has only been tested against StarCraft’s built in cheater bots. So far it can win most games against the hard level bots. If you want to see a video of what the AI is looking at, check after the break.
Continue reading “Impressive StarCraft 2 AI More Fair to Fleshy Opponents”
For everyone using a later version of Windows like Vista or Windows 7 they will probably never get to enjoy the awesomeness that was Wing Commander…until now. [Jari Komppa] has managed to use DirectDraw to his advantage and hack out a solution to this disappointing problem. He used DirectX to do this and has even managed to get OpenGL to load from a DLL after a few problems with Windows XP and Windows 7. This is truly a step forward in retro gaming. No more should we have to load a virtual machine to play Starcraft. Hopefully getting this ported to even older games such as Sim Farm or Commander Keen are on the way!
[Keba] not only asked Answeres.HackaDay.com, but also sent us an email as follows.
“Can you make a basic guide to designing a good Command Line User Interface?”
Wouldn’t you know the luck, I’m currently working on a Command Line type interface for a project of mine. While after the jump I’ll be walking through my explanation, it should be noted that the other replies to Answers.HackaDay.com are also great suggestions.
Continue reading “So you want to make a Command Line Interface”