..alegoria continua
-"Eris in
Greek mythology,
the Greek goddess of discord, quarrel, strife and
conflict. Sometimes equated with the war goddess
Enyo, her name translates into Latin as Discordia.
The solar system's largest known dwarf planet, is
named after this goddess.
So,
after all, there was not one kind of Strife
alone, but all over the earth there are two.
As for the one, a man would praise her when
he came to understand her; but the other is
blameworthy: and they are wholly different in
nature. For one fosters evil war and battle,
being cruel: her no man loves; but perforce,
through the will of the deathless gods, men
pay harsh Strife her honour due.
But the
other is the elder daughter of dark Night
(Nyx), and the son of Cronus who sits above
and dwells in the aether, set her in the
roots of the earth: and she is far kinder to
men. She stirs up even the shiftless to toil;
for a man grows eager to work when he
considers his neighbour, a rich man who
hastens to plough and plant and put his house
in good order; and neighbour vies with his
neighbour as he hurries after wealth. This
Strife is wholesome for men. And potter is
angry with potter, and craftsman with
craftsman, and beggar is jealous of beggar,
and minstrel of minstrel.
The most famous
tale of Eris recounts her initiating the Trojan War.
The goddesses Hera, Athena and Aphrodite had been
invited along with the rest of Olympus to the forced
wedding of Peleus and Thetis, who would become the
parents of Achilles, but Eris had been snubbed
because of her troublemaking inclinations.
She therefore,
in a fragment from the Kypria as part of a plan
hatched by Zeus and Themis, tossed into the party the
Apple of Discord, a golden apple inscribed -
"Kallisti" (To the Fairest One) - provoking
the goddesses to begin quarreling about the
appropriate recipient.
The
hapless Paris, Prince of Troy, was appointed to
select the most beautiful by Zeus. Each of the three
goddesses immediately attempted to bribe Paris to
choose her. Hera offered political power; Athena
promised skill in battle; and Aphrodite tempted him
with the most beautiful woman in the world: Helen,
wife of Menelaus of Sparta. While Greek culture
placed a greater emphasis on prowess and power, Paris
chose to award the apple to Aphrodite, thereby
dooming his city, which was destroyed in the war that
ensued."
-"Harmonia in Greek mythology,
the immortal goddess of harmony and concord,
corresponding to the Roman goddess Concordia,
daughter of Ares and Aphrodite (War & Love),
rationalized as closely allied to Aphrodite Pandemos
- the love that unites all people, the
personification of order and civic unity.
Harmonia is
renowned in ancient story chiefly on account of the
fatal necklace she received on her wedding day. The
necklace had wrought mischief to all who had been in
possession of it, and it continues to do so.."
| - its about
"good and evil" (Intel/Havok),
about the beginning of time (let there be
light), creation (Designing
API), it is about existence and
life (ANIMATION), about humans
("Newbies"), human
behavior (ALGORITHM) and
"soul" (Source Code) -its about some supposed
"alien" being or some kind of
"Architect" 'type of person'
French Verb clames - 1. Second-person,
singular, present indicative; 2. ..subjunctive
- it is about
the problem, about choice, emotions and truth
..about right and wrong
[ Synopsis:
after some time of absence 'clames' returns to
Earth and finds things ain't going quite as
expected. the problem seem to be related to
"afterlife" >"but the
peculiar thing is that it also seem to try to
deal with the reminder of the time after the
iterations have finished"; ..'clames'
obviously does not have ultimate power and it can
not control the future and for some reason there
must be a decision... ]
|
Stepping the simulation correctly - living la vida
loca
(Intel Software
Network, Havok Physics Engine Public Forum)
September 7, 2008
but
really,
we have situation like this..
[MISSING-REPEAT]
although obvious,
this may pass unnoticed - "undersampling" is
theoretically and practically only possible if the time
to execute one simulation step is smaller than the fixed
time step being simulated ..in a real-time that is
simDT < fixedTimeStep <-- !!!
"Half-solution
A"
..here's 2nd scenario and one of the ways to avoid
spiraling singularity by treating it as a 'special case'
..it is actually your old algorithm until simDT >=
STEP at which point we have no choice but to slow down
the simulation speed if we insist to stay with the same
fixed time step - the difference is that this
implementation will not spiral "down to death"
and no capping will occur which should result in smoother
animation and still preserve accuracy and determinism...
furthermore, this little addition will try to compromise
between keeping high FPS and high as possible simulation
frequency depending on fpsTensor variable..
//---------------------------------------------------------------------
while( theBeatGoesOn )
{
nowTime= getCurrentTime(RTN_SECONDS);
accum+= deltaTime= nowTime - lastTime;
anmDT= deltaTime - simDT;
if(cnt>0) simDT/= cnt; lastTime= nowTime; cnt= 0;
while( accum >= STEP )
{
stepSimulation( STEP ); cnt++;
accum-= (simDT >= STEP)? simDT+(STEP*anmDT*fpsTensor)
: STEP;
}
simDT= getCurrentTime(RTN_SECONDS) - lastTime;
renderScene();
}
//---------------------------------------------------------------------
(R)
All rights reserved, don't you dare use this code unless
you can prove to me you're human being.
Use of this algorithm in commercial products without my
permission will be cheerfully taken to court.
September 7, 2008
(Re)Designing
an API...
>>"Thus
newbie code.. / ..more newbie-friendly / ..so that
newbies have an easy time / ..also be newbie-friendly /
easy for newbies.. / The newbie developer.. / what
newbies pass.. / really help the most to the newbie end
user"
- how in the world..
newbies?
there is no such thing really.. that logic is artificial
and when forced to existence can make you only do the
wrong things.. you SHOULD NOT design *anything* for
newbies, never, ever... the closest thing to that
misthink is a designing 'graphical user interface' for
children or handicapped... no TVs for newbies, no remote
controller for newbies, no Xbox for newbies, no C++ for
newbies..
because in practice it means - trying to accommodate for
someones ignorance, assumptions and every other way
people can be foolish... plenty of those, futile attempt
obviously, eh?
look,
you dont really have to think about API and
"interface" at all, not as such - make your
code SMALLER, not necessarily in the number of characters
or even lines of code but smaller in the number of
*terms* you define to communicate information and
response throughout the program.. of course it does
almost always practically lead to less lines of code,
less variables, less function calls, less arguments..
less of everything
and by doing so,
you would most certainly make it faster and more memory
efficient as well - but the best of all, simplicity and
bare logic is all you need to accommodate newbies - it
will be *easy to learn*
"All other things
being equal, the simplest solution is the best."
-Occam's razor
September 7, 2008
hi,
sorry i wasn't really replying directly to you.. this
could answer.. let me copy/paste...
- it is a DESIGN TIME DECISION, this means that you must
be aware of how much time it takes CPU to execute
stepSimulation() when designing an application and as
same as you have little FPS counter at the design-time,
so you should have "simDT" and if that number
ever gets to "red" (close to fixedStep) you try
to design with larger fixedStep or you try to optimize,
basically im saying - its the CPU that is critical for
determining and deciding on min. sys. requirements becuse
of (simDT * N) ..GPU scales much better, smoother
..in any case, in the design time,
you want to go for the largest possible fixedTimeStep you
can get by (lowest frequenct eg. 10Hz) just so you can
support that lower class CPU or you have more time to
render..
[MISSING-REPEAT]
September 7, 2008
oh, sheesh!
im sorry.. i was stupid enough not to read much of what
was going on before in the thread except to notice the
confusion..
let make it clear,
in no way i was talking to you or anyone, it was all
copy/paste just because its related topic..
cheerio
September 7, 2008
could you implement
the algorithm i gave and make the graphs with same
computers and same application so we can compare, please?
i promise it will be smooth/smoother ..thank you!
btw,
did you manage to extract "your" answer from
all the stuff above?
September 7, 2008
change this:
--------------------------------------------
// time accumulator
static float elapsed = 0.0f;
elapsed += timeSinceLastFrame;
// update using time slicer
while( elapsed > m_timestep )
{
m_world->stepDeltaTime( m_timestep );
vdb->step( m_timestep );
updateDisplay( m_world );
elapsed -= m_timestep;
m_physicsStepsLastFrame++;
}
--------------------------------------------
to this:
--------------------------------------------
m_physicsStepsLastFrame= 0;
static float elapsed = 0.0f;
elapsed += timeSinceLastFrame;
while( elapsed >= m_timestep ) //<--- ..or
equal
{
m_world->stepDeltaTime( m_timestep );
vdb->step( m_timestep );
elapsed -= m_timestep;
m_physicsStepsLastFrame++;
}
updateDisplay( m_world ); //<--- out of the
loop
--------------------------------------------
..and you'll probably be
fine as it is, if not try smaller "m_timestep"
..i suppose its const. value something like 0.0166 so try
LARGER STEPS like 0.033
but even better,
give me an equivalent of - getCurrentTime(RTN_SECONDS)
and i'll make you even better loop,
but then you make those graphs for me, how's that?
now i dont know a thing
about Havok,
but something tells me you dont want to be using this
"approxTransformAt()" ..just a wild, wild guess
September 7, 2008
there is no need to
talk about anything else but those few lines of code we
already have there, all we need to talk about is how to
modify it slightly.. forget everything for a second,
especially "approxTransformAt()" for now at
least
..then, when we modify your loop and make it perform
different algorithms, i would like you to take the
screenshots of those graphs, i actually need you to do
that because only you have your computers and Havok
installed i only have my computers and i dont have Havok
at all..
can you do that?
September 8, 2008
have you noticed
that i uncovered the bug in Havok design and presented
solution?
its only natural that after much time and effort i would
like to get some feedback on that?
should i post it in bug-reports or contact someone else
in regards to this?
thank you
September 8, 2008
hi,
does Havok implement stepping with
"maxSubSteps"?
if so than it is a wrong implementation,
that causes visual bug knowns as "Moon-gravity
effect" and it poorly handles the case when physics
symulation becoms a bottleneck... should i post in
bug-reports?
thank you
September 9, 2008
well, in any case
this will work better - whether is implemented inside the
library or in the main program loop, so here is the "full-solution
A" implemented with Bullet library..
//------------------------------------------------------
int btDiscreteDynamicsWorld::stepSimulation( btScalar
timeStep,int maxSubSteps, btScalar fixedTimeStep)
{
m_localTime+= (timeStep < fixedTimeStep*2)? timeStep :
fixedTimeStep*2;
saveKinematicState(fixedTimeStep); applyGravity();
maxSubSteps= 0;
while( m_localTime >= fixedTimeStep )
{
internalSingleStepSimulation(fixedTimeStep);
m_localTime-= fixedTimeStep; maxSubSteps++;
}
synchronizeMotionStates(); clearForces();
return maxSubSteps;
}
//------------------------------------------------------
again,
there is no need to change anything anywhere else
..solution B is simply about switching switching
fixedTimeStep to some larger value, which might suit some
cases better, but the one above is probably more general
and give desired visual effect considering circumstances
September 9, 2008
>>"I'd
really rather not continue to discuss this further unless
you're having an issue using Havok. "
- it is an issue with real-time simulation/animation and
therefore is issue with Havok too and in the same time
explanation why i dont really need to know a thing about
Havok at all..
so, i wish to help other people to solve the issue too,
is public forum not the place to discuss and the place
where people help each other?
i dont have any issue because i know the solution,
and i have come here to tell you about it, to help you...
but you're not required to be a part of discussion, if
this is a public forum let public to discuss and say for
themselves.. your lack of understanding is not a reason
for keeping others to do so
>>"Havok.. The solver is iterative and
you can tweak the number of iterations it takes but
that's different to substepping a simulation."
- really?
and by "tweak" do you not mean - "set a
Maximum number of substeps/iterations"?
>>"The code outlined above is also
confusing as you pass maxSubSteps in by value but then
ignore whatever value is passed in."
-exactly!!
and it works! ..do you get it?
>>"I'm just being careful here for
people reading this thread and seeing you stating that
the code above works in all cases as that's
misleading."
- this whole thread was misleading because you confirmed
the code given was good, when in fact had TWO
unbelievably huge errors
now if i did nothing else but fix that, as i did.. surely
there should be a little appreciation for that, not to
mention that the rest i said is much more helpful and
useful, but even if you do not agree ..why so angry?
can i talk to you
manager?
your ignorance is seriously getting in the way of PUBLIC
BENEFIT, your attitude towards someone who is offering
help is very strange ..your emotions should not be a
vehicle to CONTROL THE INFORMATION ..let the people have
it!
cheerio
September 14, 2008
..surely this is in
everyones interest and someone could at least confirm am
i right or wrong?
i can only test it as much, and i ask everyone for help,
hope thats not too much to ask.. after all, if it works
then we all benefit, right?
thank you
September 16, 2008
in case you were
wondering,
but for some reason never got around to ask
Copyright/Intellectual Property..
- but, do humans need such a thing at all?
algorithms... that should be OURS!!
IP is rubbish, we must SHARE and COMMUNICATE if we want
to progress!
..this was my WHOLE POINT with silly copyright notice
(btw, since then i got angry, so - patent pending ;-)
good bye,
rainbows and lollipops
//------------------------------------------------------------------------------
"People, I just want to say, you know, can we
all get along? Can we get along? Can we stop making it,
making it horrible for the older people and the
kids?...It’s just not right. It’s not right. It’s
not, it’s not going to change anything. We’ll,
we’ll get our justice....Please, we can get along here.
We all can get along. I mean, we’re all stuck here for
a while. Let’s try to work it out. Let’s try to beat
it. Let’s try to beat it. Let’s try to work it
out."
September 19, 2008
if you use fixed
time steps in your 'game',
whether with your own physics library or Intel Havok,
nVidia PhysX, Bullet, ODE...
you are most likely using this algorithm that deals with
the maximum number of iterations in the following way:
//--------------------------
*** ORIGINAL algo - capping the NUMBER
cnt= 0;
time= 10;
maxSteps= 5;
while(time > 0 && cnt < maxSteps)
{
step(); cnt++;
time--;
}
//--------------------------
Iterations, cnt= 5
"Time left", time= 5
now, the problem with
its practical implementation is in that you have to guess
the NUMBER, and it manifests in two ways under certain
circumstances:
1.) guess was too low for target CPU - "moon gravity
effect"
2.) no matter how high - on some target 'slow enough CPU'
it will "spiral to death"
which is not a "real problem",
because you can sort it out in design-time, but the
peculiar thing is that it also seem to try to deal with
the reminder of the time after the iterations have
finished, with -interpolation- , which i think only
introduces the errors and its not really necessary?
//--------------------------------------------------------------------------------
+++SOLUTIONS,
this practically solves both problems and removes any
errors possibly introduced by interpolation:
//--------------------------
*** 1st algo - scaling the TIME "inside"
cnt= 0;
time= 10;
scaleFactor= 1;
while(time > 0)
{
step(); cnt++;
time--; time-= scaleFactor;
}
//--------------------------
Iterations, cnt= 5
"Time left", time= 0
//--------------------------
*** 2st algo - capping the TIME "outside"
cnt= 0;
time= 10;
if(time > 5) time= 5;
while(time > 0)
{
step(); cnt++;
time--;
}
//--------------------------
Iterations, cnt= 5
"Time left", time= 0
..hope this helps,
but, let me underline that this is not about Physics at
all - it is about Graphics, its about Animation, its
about FPS.. it is also about Mathematics since it is
about an Algorithm ...its not about Physics
* its about the Algorithm that distributes those
animation FRAMES per second, in a REAL-TIME
it is a little 'while loop' and only 3-5 lines of code,
BUT
- this is the very essence of computer ANIMATION and the
core 'function call' of any real-time simulation / game,
right?
its not about the
Physics,
it may be unfortunate circumstance that it ended up
implemented in the Physics libraries, while it really
belongs in the main program loop.
there is "a
paper" on this and there you can find practical
implementation and copy/paste source code to REPLACE your
existing algorithm, so this can be easily tested in 5-10
minutes, and the difference is very obvious..
am i right or wrong?
thank you,
gameBoX Linux
September 19, 2008
>>"I
guess you want to show me.."
- no, i wanted to do
everything for you
in return,
i wanted you to press 'print-screen' button couple of
times and post pictures back here
hint:
dont delete previous messages - read them
September 19, 2008
>>"However,
we really won't permit rudeness and a lack of respect to
other users of the board." - obviously it
turns out i have a problem communicating with the most of
"the world" ...People are different. Cultures
are different, languages are different, moral and ethical
norms differ from family to family, form town to town,
from country to country and from planet to planet (see
Star Trek). English is not my 1st language, i need to use
dictionary a lot and i have sense of humor that not many
people get, unfortunately. (this also means that it took
quite some time to write and try to explain all that) i
believe every criticism is constructive as long as you
state your reasoning or otherwise show the logic of your
conclusion, i even believe you can go as far and say that
im stupid as long as you can explain it or at least try
to reason your opinion with some arguments - i do not
think that i was rude. you will need to quote what i said
that you think its rude so i can understand, and improve
if it turns out you were right about it for instance, the
1st thing S_W said to me was: -"Hi abaraba, thanks
for the lengthy responce." which, to me, sounded
like: -"Hi abaraba, but i cant really be bothered to
read all thatc" ..and i thought that was rude >>"Please
be careful how you address people in the future, if your
behavior continues we may have to limit your access to
the forum." - i will, and i was ..to the
point to still amuse my craziness, but you can go on live
your whole life thinking the earth is flat if you like,
its not "important" information if you don't
care about it, but if you use it in your line of work..
there is just no point in arguing if you are not
interested enough to pursue the matter for your own
interests but why do we talk about all this - i forgive
you! ..now, lets talk about the ALGORITHM
September 20, 2008
>>"I'm
sorry if you've been offended by my response abouth the
length of your post, this wasn't intended. So here is a
video.."
- i dont think you're rude, it just 'came out' that way -
maybe lazy a bit ;-)
..but what am i if i dont try to TOLERATE ..i think X-Men
movie rather beautifully teach us about that
anyway,
should i go on and submit this here: SIGGRAPH?
but it doesnt seem to be
very simple procedure,
- and would anyone go on to submit this without checking
it out with general public first?
- i mean, i dont even know if this is some
misunderstanding, i dont know if im right or wrong?
- simply, i cant be sure, and i can not go on claiming
something if i cant confirm my results and my
conclusions, right?
would anyone care to
discuss this and actually confirm OR prove it wrong, im
happy with either.
cheers
September 20, 2008
i suppose by now
some bosses at Intel or Havok are aware
of my clames of these bugs, but if not could you
please make them aware, and could you please call some Havok
engineers that are actually working on this part
of the library so they could make some comment?
thanks
September 21, 2008
>>"posting
emotional responses on your thoughts about
"Newbies""
- but, i did say:
>"let make it clear,
in no way i was talking to you or anyone, it was all
copy/paste just because its related topic.. "
..actually, if you care
to read,
you can follow the 'second quarter' of how i came about
to this "discovery", you can find out how the
whole 'newbies thing' came about, and if you follow all
of the seven pages of that conversation, you can actually
see the exact moment when i snapped at the end.. that was
the point where i almost completely gave up from the
whole "thing"
Genesis, anecdote
-"Snake! You can't do that!
The future will be changed! ..You'll create a time
paradox!!"
now, its a month
after that..
and im still trying to "convince" people to
even listen to me?
September 21, 2008
would you be any
less crazy after that?
hope that explains.. and im sorry, whatever i said it was
not to YOU, it was anything but personal, no one can
blame you for not being aware that some day some crazy
guy would come up crazed like this.. sorry, we both got
caught up in the butterfly effect..
so, even if i wasnt crazy, which i was, i would most
certainly be by now.. its a simple human mechanism that
can protect you from the reality... rainbows and
lollipops
(the problem is in turning it off)
cheers
September 21, 2008
have you noticed the
part when i say -
>"note,
everyone has source code -its yours-, go on, change
everything as you like... i will try your Bullet library
for newbies and maybe id stand corrected, dont let me
discourage you, its only an opinion.."
c'mon people,
you give me all your algorithms i'll try them all out -
because i'm making the best game in the world here, so i
need all the KNOWLEDGE i can get!
...what kind of game are
you making?
September 21, 2008
let me summarize all
those capital words... maybe id seem less crazy
i think every game should be like 'Katamari Damacy' in
that its COOL when you have the whole EARTH (and beyond)
to play with ..and everything should be destructible,
people just love to destruct, its fun.. i suppose..
algorithms are knowledge,
* nothing should stand in the way of the knowledge,
IP in IT is bad, Open Source is good
to gain and keep knowledge there should be peace,
* nothing should stand in the way of the peace,
communicate, share, tolerate..
..have i completely lost
it?
September 24, 2008
actually, i found
some more of these bugs,
we can talk about these too.. its somewhat related to
this, but it has nothing to do with Havok, it just seem
to be a common mistake..
by the way,
if you think that some of the stuff i said 'came out' a
bit odd, we can talk about that too
September 25, 2008
- "Please,
As I was saying, she stumbled upon a solution whereby
nearly 99% of all test subjects accepted the program, as
long as they were given a choice, even if they were only
aware of the choice at a near unconscious level. While
this answer functioned, it was obviously fundamentally
flawed, thus creating the otherwise contradictory
systemic anomaly, that if left unchecked might threaten
the system itself. Ergo those that refused the program,
while a minority, if unchecked, would constitute an
escalating probability of disaster." (theMatrix.t)
//------------------------------------------------
ahm.. there are two stories here,
one story is 'obvious story', its just what it is - a
conversation on public forum where im trying to argue,
somewhat emotionally, a validity of this bug-report and
propose solution to which i would like to have some
feedback on.
now,
the other story is a little sci-fi 'Cyberpunk NOVEL',
kind of like the Matrix trilogy, hence the preluding
quote, but this tale is all in ALLEGORY, i.e. it has
symbolic or figurative meaning and its already told, its
woven within this real-time dialog/monologue on public
forum, its a "real-time allegory novel" if you
will.. i hope you will like it, i think it rather obvious
and easy to spot..
- its about "good and evil" (Intel/Havok),
about the beginning of time (let there be light),
creation (Designing API), it is about existence and life
(ANIMATION), about humans ("Newbies"), human
behavior (ALGORITHM) and "soul" (Source Code)
-its about some supposed "alien" being or some
kind of "Architect" 'type of person' - French,
Verb. clames - 1. Second-person, singular, present
indicative
- it is about the problem, about choice, emotions and
truth ..about right and wrong
[ synopsis: after some time of absence 'clames'
returns to Earth and finds things ain't going quite as
expected. the problem seem to be related to
"afterlife" >"but the peculiar
thing is that it also seem to try to deal with the
reminder of the time after the iterations have
finished"; ..'clames' obviously does not have
ultimate power and it can not control the future and for
some reason there must be a decision... ]
ok, let me explain,
its silly thing to say really, but i didn't mean to
pretend as if 'i am' saying this, i just thought its
honest and creative.. it just came out that way ;-)
but hey,
dont forget.. the algorithms are still real!
//------------------------------------------------
-"There are two doors. The door to your right leads
to the Source, and the salvation of Zion. The door to
your left leads back to the Matrix, to her and to the end
of your species. As you adequately put, the problem is
choice. " (theMatrix.t)
September 26, 2008
aye caramba!
forgive my cheekiness, its all bona fide.. humorous
manner
>>"Could
you tell me where i must search the answer?"
- are you too speaking in metaphors? if so, i
believe 'the answer' lies within..
but, seriously tho, this thread should have answered all
your questions - you came to the right place, it was
quite a discussion, and there is this odd coincidence and
fable about life, universe and everything..
>>"I
wonder, if there is any limitation or peculiarity in
havok i don't know about? Or its my fault?"
- i think you have a few things too many in that
listing,
earlier on in this thread you can find a bit about
'Occam's razor principle'
(rename back to fit)
it would seem, this should suffice:
//-----------------------------------------------------
#define STEP 0.02f
static float accum;
void simulateAndRenderOneFrame(double deltaTime)
{
accum+= (deltaTime < STEP*2)? deltaTime : STEP*2;
while( accum >= STEP )
{
m_world->stepDeltaTime(STEP);
accum-= STEP;
}
renderScene();
}
//-----------------------------------------------------
//--> deltaTime= TIME_SINCE_LAST_FRAME <--!!!
//--> if slow, try larger STEP (0.033, 0.067, 0.1..)
..experiment with STEP
and make sure that you pass correct deltaTime ..in
addition you may try to understand what was already said
here, but that is not really necessary.. let us know how
did it go
September 26, 2008
>>"I
think the main point of this somewhat blo.."
- im afraid you misunderstood,
not quite sure what your question is as you seem not to
be asking.. but actually suggesting something somewhat
opposite of what im trying to argue here?
if you're considered about "bloat",
having the generality of your answer and the proximity of
the message, you should realize that quoting the whole
question was superfluous ..plus, you're wrong, which
makes your whole message a piece of bloat actually
please.. please, lets
clear this up,
call your boss or someone else who knows..
its quite an important issue, so its only fair to address
these questions first:
- would you agree algorithms i propose address and solve
the mentioned THREE problems? (YES/NO)
- whats your opinion on how they works in practice -
visual appearance compared to original? (DESCRIBE)
until this is proven
false,
your information is no less wrong than mine
cheers
September 27, 2008
this is not about
Physics at all..
-"You think that's _air you're breathing now?"
..you know,
i just wrote a new book on these matters..
everything is still told in metaphors in this book,
just like it was all along and as it is right now, there
is no time like present, they say...
[MISSING-REPEAT]
..the most of the rest of the book is actually right in
front of you as i explained before while pointing out
some of the metaphors.. the book ends with this quote,
already referenced couple of times in the above
discussion:
-"I
know you're out there.. I can feel you now.
I know that you're afraid. You're afraid of us,
you're afraid of change..
I don't know the future..
I didn't come here to tell you how this is going
to end,
I came here to tell you how this is going to
begin.
Now, I'm going to hang up this phone,
and I'm going to show these people what you don't
want them to see. I'm going to show them a world
without you..
...a world without rules and controls,
without borders or boundaries. A world where
anything is possible.
Where we go from there.. is a choice I leave to
you..."
-------------------------------------------
The End
-------------------------------------------

abaraba1@yahoo.com
http://www.oocities.org/ze_aks/myos.htm
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