|Posted by Andrew - January 4, 2007 - 15:36|
Some Thoughts about DimensionsI think our main reason for wanting to keep the graphics perspective fixed is to avoid the frustrations associated with navigation in a 3D space using free gestures. However, it would be misleading to say that we are committed to a 2D environment. There was never any intention to use stereo imaging, so the graphics are always 2D, even when the models and graphics engines are supposed to simulate 3D. If we use layered 2D OpenGL, but use slight perspective rotations, this can be an efficient way to achieve enhanced perception of the layering at no cost, although this effect could also be achieved laboriously by perturbing the coordinates of the agents in software.
There are single unbroken 1D curves which fill space. Fractals are so-called because their dimension is not an integer, but is fractional (for example, lying between 2D and 3D). There are definitions of dimension which give different dimension values for the same models.
The gestural space is 3D, but the perspective of the camera projects this to 2D, and the gestures themselves are more like 1D curves. The abstract ecosystem space inhabited by the agents could end up being 4D or higher. Some agents may manifest visually as fractal textures, so that they have fractional dimension.
The audio waveforms are essentially 1D, but we are using 5.1 surround so there is a 3D spatiality to the sound as well. Also, we are considering using 2D cellular automata to generate audio patterns, so in this sense the audio is not 1D. Furthermore, repeated motifs form a sort of aural tapestry which is more like a textile or a landscape than like a string of beads.