Penrose Tiling on the Hydra
LoopyByteloose
Posts: 12,537
http://en.wikipedia.org/wiki/Penrose_tiling
The above is a link to Penrose tiling. I am wondering if gamers have given any thought to using it. I do realize that it is quite problematic as rectangular tiling is optimal for code and storage.
Nonetheless, I am quite interested in exploring the 5 fold symmetry of Penrose tiles and even the more recent discovery of quasi-crystals - which are 3-D Penrose tiles.
I'd love to find some code to learn from.
The above is a link to Penrose tiling. I am wondering if gamers have given any thought to using it. I do realize that it is quite problematic as rectangular tiling is optimal for code and storage.
Nonetheless, I am quite interested in exploring the 5 fold symmetry of Penrose tiles and even the more recent discovery of quasi-crystals - which are 3-D Penrose tiles.
I'd love to find some code to learn from.
Comments
Penrose tiling could be implemented using 3D rendering techniques in 2D.
Phil Pilgrim had a 3D Graphics demo, which you might be able to use the transformation matrix math (translation, scaling, rotation) from to 'place' your shapes.
http://forums.parallaxinc.com/forums/default.aspx?f=25&m=358882
Baggers also had a demo of polygon rendering for his PropGFX code, however I do not know if the source was released.
Hopefully that helps,
--trodoss
I suppose this 'intellectual property' issue makes it nearly impossible to write a game or even a video demo without some sort of royalty to the Penroses. They seem to want a royalty for any decorative use and buying ceramic tiles of their 'shape' are quite expensive. Nonetheless, there are examples of Islamic artwork that demonstrate that tiles very near to the Penrose tiles were understood long before their property claims. Those were mostly on a 10-fold symmetry rather than the 5-fold symmetry of the Penrose tile. But the results in both cases were a 'non-periodic' pattern.
I do realize that a big chuck of brute force matrix math may get them to work on the Propeller, but I was wondering if something akin to a tile engine for games could find a way to implement them. It really comes down to fitting a 72 degree module in a 90 degree presentation. But of course, there is an awful lot of rotation of the tiles to consider. I guess I should try to go through cases and make some tables.
Somewhere in the Hydra forum, Baggers posted his Wolf3D clone code that used a form of texture mapping.
-Phil
http://en.wikipedia.org/wiki/Penrose_tiling
It is an interesting issue as to what exactly Penrose did and could claim ownership to. A patent would be more appropriate than a copyright. I'd have to do some research to find out.
The 'other problem' is that maths seems to really prefer a rectangular coordinate system and that scheme leaks over into computer as rows and columns in display and memory.
Tiles in mathematics are generally 2-D mappings. We all know that squares, regular triangles, and regular hexagons will create nice well behaved tiles. For ages it was thought that was all their was. They kinds of tiles make for memory saving algorithms in video display.
The challenge with any tiling is more the coordinate system. Square grids are easy - X & Y (and Z for 3D) locate each square and can also be used to determine the distance between squares. The coordinates for hexagonal tiling can also use X & Y - column & diagonal row. But Penrose tiling is, by definition, non-periodic. Therefore each tile can only be described in relation to the neighboring tiles - not as an absolute location.
The nature of graphic video display is row and column, which in the Propeller is often organized in a modular periodic tile. That saves a lot of ram and games exploit this economy.
But the Penrose tile is definitely non-periodic and I just don't see how to use anything other than brute force of pixel-by-pixel rendering in order to get them to display (okay, maybe vector graphics will work - but I have to really thing about it).
Still, I find the whole topics of Penrose tiles and Quasi-crystals quite exciting. Before 1997, chemistry generally ignored that there were other organizations of crystalline structure than the periodic. It opens a whole new frontier of material science and challenges basic math with all the X, Y, and Z co-ordinates.
It is nice to see that there are new things to explore. I just wish I could figure out how to get it into a game.
http://en.wikipedia.org/wiki/Riemannian_geometry
I believe that Penrose tiles do exist in Euclidean geometry, even if they don't conform to X-Y-Z axises and are not periodic.