Chatterbox Chemistry Performance Testing
- SakiraLove
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Chain you are a genius!! I have been playing around with this and it is game changing. I LOVE that they know color now. I never expected that anything like that would be possible in this game. And the fact that we can use this with the filter system is amazing. I used tagger to find all sims with black hair and set up a room only brunettes could access. Who would have thought we would ever be able to do that! I went poking in the code to see how you did it and the whole thing is brilliant (and I discovered they know way more than hair color!!...). I cannot wait to have the finalized build!
- Chain_Reaction
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Thanks kindly for those words. My biggest draw to simulation games is open ended content. As much freedom as you can give the player can make or break systems. So when I create things I try to reel in as many angles and options as I can. Of course that can get intensely complex internally but that's part of the fun. So with the filter system already being a powerful tool in MasterController it only made sense to hook this data into that and make it available that way. Of course, as I've said before, using MasterController as a base has allowed me to create these powerful systems much faster than I normally would have if I had to rewrite all that filtering code. So that plays into why Chemistry is a module for MasterController - I can use the internals of the filter system to match profiles on Sims and making it a module allows me to query the system as much as I need without a performance hit that happens with using reflection that Tagger and GoHere uses.
As for color recognition, as I too stated, the mod wasn't something I wanted to do without it. I mean I could have let you guys select traits to match and some zodiacs and even that would have been more than EA provided but that seemed so boring. So I was pondering for a while how to manage it. I mean how do you teach AI to recognize 256 million colors in a color wheel spectrum. Most would deem that impossible. But if you drill down you realize we have only have a handful of primary colors and all the other colors branch off of that. So if you use a bit of color science, taken from printers actually that mix 3 colors together to print 256 million colors, you can create ranges of where colors start and end based on their tones. With this, we know the game is storing things like hair color values to render them so if you grab those and drill them down to their most basic form you get what I produced. And yes, when it came together it was pretty awe inspiring even for me to watch them point at someone and suddenly be so aware of what they were looking at. Sims see other Sims as an object that satisfies their social motive. They don't know anything beyond that. But suddenly they can 'see' the other person and are aware of physical traits. It took a lot of work but it's something I can't imagine the game without now. Of course the personality side is there too in an equally deep simulation. There's a lot going on internally that I haven't elaborated on.
Anyway, sorry, I'm rambling. All you code sniffers can enjoy knowing what you know but don't go giving away all my secrets just yet.
As for color recognition, as I too stated, the mod wasn't something I wanted to do without it. I mean I could have let you guys select traits to match and some zodiacs and even that would have been more than EA provided but that seemed so boring. So I was pondering for a while how to manage it. I mean how do you teach AI to recognize 256 million colors in a color wheel spectrum. Most would deem that impossible. But if you drill down you realize we have only have a handful of primary colors and all the other colors branch off of that. So if you use a bit of color science, taken from printers actually that mix 3 colors together to print 256 million colors, you can create ranges of where colors start and end based on their tones. With this, we know the game is storing things like hair color values to render them so if you grab those and drill them down to their most basic form you get what I produced. And yes, when it came together it was pretty awe inspiring even for me to watch them point at someone and suddenly be so aware of what they were looking at. Sims see other Sims as an object that satisfies their social motive. They don't know anything beyond that. But suddenly they can 'see' the other person and are aware of physical traits. It took a lot of work but it's something I can't imagine the game without now. Of course the personality side is there too in an equally deep simulation. There's a lot going on internally that I haven't elaborated on.
Anyway, sorry, I'm rambling. All you code sniffers can enjoy knowing what you know but don't go giving away all my secrets just yet.
- playfulalice
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- sittingbear
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- SakiraLove
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- Chain_Reaction
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- SkyDome007
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