One might imagine I’m some kind of super-nerd when it comes to POV-Ray, which I take credit for compiling on my Raspberry Pi long ago, and for getting to run well on a Mac, whereas its most-developed-for platform was Windows.
However when it comes to scene description language, used internally to that ray-tracer, I don’t consider myself an uber-master by a long shot. I might have benefitted from some patient teachers but having these tools at home made self-study an easy prospect to realize.
So it sort of came to me recently, that I’ve been too rigid in how I place the camera. I’ve been struggling with showing BRYG the way we want to: Blue to my left, Red to my right, Yellow behind those two, in the middle, but in the distance, and Green up above, at the apex, the eye in the sky so to speak. Like the BRY triangle on the ground is the base, the tripod, and they come together at a center (I make it Orange for origin) to support a mast, a flagpole pointing up, to the green orb glowing at the apex.
To be more specific, I was using rotation parameters over simply taking control of initial positioning. Rotating the camera involves orbiting around the origin on a great circle defined by the existing radius. But why mess with that so exclusively, just look from a different angle and rotate from there.
Why worry about all this stuff and what does it have to do with POV-Ray? Well, put on a computer game developer hat and you will see right away that some in-common orientation makes sense if a team plans to play by some set of rules, usually necessary for a real game. Call them conventions. Call them axioms. Call them definitions. The terminology varies.
Again, my “insight” was I can render my scene with the camera looking at the origin from any location, and I have control over that location by means of XYZ coordinates, in the world coordinate system that comes with POV-Ray, the one native to its arena (or vista if you prefer).
I’ll call my insight a “duh moment” as even putting it into words makes it sound so obvious, so how could it possibly be a breakthrough? Some breakthroughs are like that: you see the obvious (unobvious to you, hitherto).
But that’s just an example of how below the bell, to the left of the peak I mean, I am, when it comes to my POV-Ray (Persistence of Vision is what POV means, but also Point of View in the art world) skill set. I’m not confessing some great weakness. My French sucks even worse than my Arabic, which is saying something. I’m not a master of every skill set I’ve acquired. That’s really par for the course, nothing to exude shame over.
I’ve also played around with spawning a process from Python and running POV-Ray within that. However most of my experiments were of a different sort. Since the pipeline begins in Pylandia, and outputs in POV-Ray scene description language, why not output in something else?
VRML was a first realized prospect, but browsers moved away from VRML (remember VRML? Virtual Reality Markup Language).
What else? Why Visual Python of course, an API to 3D World mere mortals (like me) could master. I swapped out POV-Ray output for real time control of OpenGL (3D rendering). In Python that might mean talking to a different module. I did my original Hypertoons by this means.
The computer game I imagine we were working on (there’s a Made in Mexico angle) features a POV (point of view) that starts out looking at what I’ll call the TV Tower.
A tetrahedron defines it. In some versions, three taut cables tether it tightly in its vertical state, pillar vertical, no matter high winds. In other versions, it looks more like a camera tripod with legs Red, Blue and Yellow. Yellow is in the back from our home position angle, staring at said tripod, and looking up the mast it supports, to the Green ball, which might be programmed. They all could be programmed.
The lights at the corners could maybe exchange information (flora, fauna…) through the six edges defining the home base tetrahedron (HBT or HB4). This could be the premise of many a game.
Games conventionally come in levels and the game of “levels” comes in categories.
Most commonly, the pyramid, narrowing towards the top and usually presented as 2D-flat, so we don’t have to worry whether its a half-octahedron or true 4eyes (a shoptalk) in this picture (3D-sculpture talk would take us there, is what we use here in QuadCraft).
Alternatively: concentric circles, with “more inward” levels usually the more desirable direction. Percolating to a surface and breaking free, escaping, in any direction, is less commonly the story-driver meme, but “uncommon” is no put-down. Bell curves are what they are.
As readers here know, I think it’s low-IQ to think in terms of “races” in the first place, so asking how the races rank IQ-wise kind of puts one in a subculture, simply from asking. My subculture wouldn’t pose the question using obsolete eugenics concepts. We’re not kooks.













