To really deal with, what you know what, we've like actually started one of the theories that was kind of in disrepute for many years. WRIGHT: Well, we actually were looking at origin of life theories and decided to go with panspermia which is to say we kind of ponded the problem. PALCA: That's interesting, because, you know, there's this question, I mean evolution, if Darwin is correct or runs by an ordered set of rules but has to start some place. And then eventually in the society and technology and all that, so we were kind of stepping way back and looking at the big picture. We actually wanted to track the origin of life to the evolution of single cell up to multiple flavor(ph) features, then intelligence. WRIGHT: Well, I would say that "Spore" the game, was inspired by a little larger view of evolution. Was it this kind of thing, that's kind of thought that was inspiring this game or were you off on a different tack altogether. And Will Wright, I don't know how much you heard, we were just talking with Jim Noonan about the - the evolving - how a human hand evolves from the same set of genes that a chimpanzee has, but obviously the hands in humans are different. And if you'd like to join our conversation, the number is 80, that's 800-989-TALK. Anyway, so now we're talking about this new game. PALCA: So I should've checked, I can make sure you're really at Yale by making sure the weather's the same, but now we'll let you - we'll assume. RICHARD PRUM (Chairman, Department of Ecology and Evolutionary Biology, Yale University): Thank you. Welcome back to the program, Doctor Prum.ĭr. Wait a minute, weren't we just talking to some - yes, we were just talking to somebody at Yale in New Haven, Connecticut. PALCA: And Richard Prum, he's a professor of Evolutionary Biology and chairman of the Department of Ecology and Evolutionary Biology at Yale University. WILL WRIGHT (Chief Designer, MAXIS): Oh thank you very much. He joins us on the phone from California. Joining me now to talk about "Spore" and the science behind it are my guests, Will Wright, he's chief designer at MAXIS and creator of Spore. Sounds like a computer game both kids and evolutionary biologists would love, well, we'll find out. Players start out as tiny microbes swimming in the primordial soup, gobbling up whatever floats by, and then one step at a time they crawl onto land, pick up some adaptations, establish civilizations, blast off into space, and write computer games. But this time it's not about urban planning or running the lives of simulated people, the game is called "Spore" and it's inspired by science, particularly evolutionary biology. This month, the creator of those classic computer games "Sim City" and "The Sims" is back with another game. I'm currently working on hair stuff, i wish i could go back to it.OK, and now we're going to change from the real world of biology toward the sort of a simulated world of biology. In theory, combining all the insights above you should be able to create any complex creature as realistically you want, even AAA looking human. Given a quad topologies it's very likely you can define region of parallel line between pole, basically an euclidean grid, which allow for easy localization to create details through extrusion. It turns out extrusion is an operation that give you all the relevant pole, as extrusion introduce local curvature, that is most shape can be Created through extrusion alone. I also find out that mesh topologies are basically define by pole, and that you essentially need mostly T poles and E poles to describe any shape topologies. Cap is the end of a segment, link are segments that bridges 2 articulation points, branch happen when there is an articulation with more than two incoming segments. I have been working on a creature creator too, i identified 3 topologic aspects on the mesh, the cap, the link and the branch. Trigonometric ik with only 3 points is the simplest, but had it to controla spline and that's enough of an approximation to a multiple segment ik. The original also use ik to target limb animation that's essentially linking a floating but animated target. The original use metaball for merging body mesh, and the scaling is done off center to get a spine line nature, the later can probably be easily implemented by not having uniform scaling of mesh by bone in the direction of the bone up. It's greatly simplified but great nonetheless because of the straightforward nature.
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