Hungry birds 2 – the citizen science edition

One of the three citizen science game projects we currently have running at Foam Kernow is a commission for Mónica Arias at the Muséum national d’Histoire naturelle in Paris, who works with this research group. She needed to use the Evolving butterflies game we made last year for the Royal Society Summer exhibition to help her research in pattern evolution and recognition in predators, and make it into a citizen science game. This is a standalone game for the moment, but the source is here.

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aie

We had several issues to address with this version. Firstly a lot more butterfly wing patterns were needed – still the heliconius butterfly species but different types. Mónica then needed to record all player actions determining toxic or edible patterns, so we added a database which required a server (the original is an educational game that runs only on the browser, using webgl). She also needed to run the game in an exhibition in the museum where internet access is problematic, so we worked on a system than could run on a Raspberry Pi to provide a self contained wifi network (similar to Mongoose 2000). This allows her to use whatever makes sense for the museum or a specific event – multiple tablets or PC with a touchscreen, all can be connected via wifi to display the game in a normal browser with all the data recorded on the Pi.

The other aspect of this was to provide her with an ‘admin’ page where she can control and tweak the gameplay as well as collect the data for analysis. This is important as once it’s on a Raspberry Pi I can’t change anything or support it as I could in a normal webserver – but changes can still be made on the spot in reaction to how people play. This also makes the game more useful as researchers can add their own butterfly patterns and change how the selection works, and use it for more experiments in the future.

admin

Evolving butterflies game released!

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The Heliconius Butterfly Wing Pattern Evolver game is finished and ready for it’s debut as part of the Butterfly Evolution Exhibit at the Royal Society Summer Exhibition 2014. Read more about the scientific context on the researcher’s website, and click the image above to play the game.

The source code is here, it’s the first time I’ve used WebGL for a game, and it’s using the browser version of fluxus. It worked out pretty well, even to the extent that the researchers could edit the code themselves to add new explanation screens for the genetics. Like any production code it has niggles, here’s the function to render a butterfly:

(define (render-butterfly s)
  (with-state
   ;; set tex based on index
   (texture (list-ref test-tex (butterfly-texture s)))  
   ;; move to location
   (translate (butterfly-pos s))                        
   ;; point towards direction
   (maim (vnormalise (butterfly-dir s)) (vector 0 0 1)) 
   (rotate (vector 0 90 90))      ;; angle correctly
   (scale (vector 0.5 0.5 0.5))   ;; make smaller
   (draw-obj 4)                   ;; draw the body
   (with-state          ;; draw the wings in a new state
    (rotate (vector 180 0 0))                         
    (translate (vector 0 0 -0.5))  ;; position and angle right
    ;; calculate the wing angle based on speed
    (let ((a (- 90 (* (butterfly-flap-amount s)         
                      (+ 1 (sin (* (butterfly-speed s)  
                                   (+ (butterfly-fuzz s) 
                                      (time)))))))))
      (with-state
       (rotate (vector 0 0 a))
       (draw-obj 3))              ;; draw left wing
      (with-state
       (scale (vector 1 -1 1))    ;; flip
       (rotate (vector 0 0 a))
       (draw-obj 3))))))          ;; draw right wing

There is only immediate mode rendering at the moment, so the transforms are not optimised and little things like draw-obj takes an id of a preloaded chunk of geometry, rather than specifying it by name need to be fixed. However it works well and the thing that was most successful was welding together the Nightjar Game Engine (HTML5 canvas) with fluxus (WebGL) and using them together. This works by having two canvas elements drawn over each other – all the 2D (text, effects and graphs) are drawn using canvas, and the butterflies are drawn in 3D with WebGL. The render loops are run simultaneously with some extra commands to get the canvas pixel coordinates of objects drawn in 3D space.

Planet Fluxus

Fluxus now runs in a browser using WebGL. Not much is working yet – (draw-cube), basic transforms, colours and textures. I’ve also built a small site in django so people can share (or perhaps more likely, corrupt) each other’s scripts. Also much inspired by seeing a load of great live coding at the algoraves by Davide Della Casa and Guy John using livecodelab.

fluxuswebgl2

fluxuswebgl

This is a spin off from the work I did a few weeks ago on a silly Scheme to Javascript compiler. It’s still pretty silly, but in order to explain better, first we take a scheme program like this:

;; a tree
(define (render n)
    (when (not (zero? n))
        (translate (vector 0 1 0))
        (with-state
            (scale (vector 0.1 1 0.1))
            (draw-cube))
        (scale (vector 0.8 0.8 0.8))
        (with-state
            (rotate (vector 0 0 25))
            (render (- n 1)))
        (with-state
            (rotate (vector 0 0 -25))
            (render (- n 1)))))

(every-frame 
    (with-state
        (translate (vector 0 -3 0))
        (render 8)))

Then parse it straight into JSON, so lists become Javascript arrays and everything else is a string, also doing minor things like switching “-” to “_”:

[["define",["render","n"],
    ["when",["not",["zero_q","n"]],
        ["translate",["vector","0","1","0"]],
        ["with_state",
            ["scale",["vector","0.1","1","0.1"]],
            ["draw_cube"]],
        ["scale",["vector","0.8","0.8","0.8"]],
        ["with_state",
            ["rotate",["vector","0","0","25"]],
            ["render",["-","n","1"]]],
        ["with_state",
            ["rotate",["vector","0","0","-25"]],
            ["render",["-","n","1"]]]]],

["every_frame",
    ["with_state",
    ["translate",["vector","0","-3","0"]],
    ["render","8"]]]]

Next we do some syntax expansion, so functions become full lambda definitions, and custom fluxus syntax forms like (with-state) get turned into lets and begins wrapped with state (push) and (pop). These transformations are actually written in Scheme (not quite as define-macros yet), and are compiled at an earlier stage. It now starts to increase in size:

[["define","render",
    ["lambda",["n"],
        ["when",["not",["zero_q","n"]],
            ["translate",["vector","0","1","0"]],
            ["begin",
                ["push"],
                ["let",[["r",["begin",
                        ["scale",["vector","0.1","1","0.1"]],
                        ["draw_cube"]]]],
                    ["pop"],"r"]],
            ["scale",["vector","0.8","0.8","0.8"]],
            ["begin",
                ["push"],
                ["let",[["r",["begin",
                        ["rotate",["vector","0","0","25"]],
                        ["render",["-","n","1"]]]]],
                    ["pop"],"r"]],
            ["begin",
                ["push"],
                ["let",[["r",["begin",
                        ["rotate",["vector","0","0","-25"]],
                        ["render",["-","n","1"]]]]],
                ["pop"],"r"]]]]],

["every_frame_impl",
    ["lambda",[],
        [["begin",
            ["push"],
            ["let",[["r",["begin",
                    ["translate",["vector","0","-3","0"]],
                    ["render","8"]]]],
            ["pop"],"r"]]]]]

Then, finally, we convert this into a bunch of Javascript closures. It’s pretty hard to unpick what’s going on at this point, I’m sure there is quite a bit of optimisation possible, though it does seem to work quite well:

var render = function (n) {
    if (!(zero_q(n))) {
        return (function () {
            translate(vector(0,1,0));
            (function () {
                push()
                return (function (r) {
                    pop()
                    return r
                }((function () {
                    scale(vector(0.1,1,0.1))
                    return draw_cube()
                })()))})();
        scale(vector(0.8,0.8,0.8));
        (function () {
            push()
            return (function (r) {
                pop()
                return r
            }((function () {
                rotate(vector(0,0,25))
                return render((n - 1))
            })()))})()
        return (function () {
            push()
            return (function (r) {
                pop()
                return r
            }((function () {
                rotate(vector(0,0,-25))
                return render((n - 1))
            })()))})()})()}};

every_frame_impl(function () {
    return (function () {
        push()
        return (function (r) {
            pop()
            return r
        }((function () {
            translate(vector(0,-3,0))
            return render(8)
        })()))})()})

Then all that’s needed are definitions for all the fluxus 3D graphics calls – the great thing is that these are also written in Scheme, right down to the low level WebGL stuff, so the only Javascript code needed is half of the compiler (eventually this also can be replaced). I was quite surprised at how easy this is, although it is greatly helped by the similarity of the two languages.