Notes from the path of creating a 3D geometry engine

Hello, Sakari here, aka inDigiNeous. For the past 2 years I have been building my own 3D engine, from the ground up, using C++11 and modern OpenGL.

In this post I am going through the motivation to build my own 3D engine, technical details about the process and what is driving me to do this work. Work that is ultimately leading to the development of next version of GeoKone (“GeoKone 3D”) and later also to http://Geometrify.net.

The desire to see how things work

First some background on why I decided to create my own 3D engine, how I got here and why I ultimately didn’t just use a ready made solution like Unity or Unreal Engine, or any of the other more lightweight engines out there.

My personal goal has always been to understand things deeply, and to see behind things, how they operate on their core levels. I get satisfaction from understanding things thoroughly. I like to take apart stuff, build, re-build and see how the pieces fit together in different ways. This is where I get my kicks from.

To understand, to learn, to see what makes things tick.

My graphics background

When I started developing http://GeoKone.NET, I had some experience in programming graphics, but nothing on a really deep level. I first learned graphics programming back in the 90s in the MS-DOS days, doing some simple Turbo Pascal, assembler and C -based demo effects, but I never released anything or never did anything really cool.

I tinkered during the years with 2D -graphics programming, mostly on the Javascript side of things, so I had some experience with that. But nothing on a really deep level.

During the development of GeoKone I noticed that  many of the visions I wanted to implement, I just couldn’t do with Javascript and the 2D canvas, because of performance reasons and just the limitations of the platform.

Back in 2011 when I started working on GeoKone, and during the couple of years following that, there was no viable option to do hardware graphics processing in the browser, WebGL wasn’t really a viable option, and in a way it still even isn’t, although it is gaining popularity, stability and support now, but it is still limited to new powerful machines to get smooth frame rates and nice support.

So I stuck with Javascript and 2D canvas programming for a while there, and it worked perfectly fine for what GeoKone is .. but I knew I needed more close-to-the-metal programming in order to get the visions out of my head that I wanted to see.

Enter Virtual Reality

In December 2013 when the Oculus Rift DK1 became available to purchase for any developer, I could hear my intuition proclaiming loudly “Order!” “Do it!”.

I still remembered in the early 2000s when my intuition told me, as a engineering student,  “purchase Apple stock” .. and I didn’t, so this time I decided to listen ;)

I ordered the first development kit, and the moment I first tested it, I knew that this is  the environment where Geokone 3D has to be made.

The Oculus Rift DK1 :: Hello Androids

Hello Androids :: Wearing the Oculus DK1

I  decided to dedicate my time then to start learning C++ and OpenGL more and to get something showing with the DK1.

I had already prototyped core parts of GeoKone with C++, Java and even Objective-C, just to test out what would fit best for the case, so I had some code already to work on, but not much.

Development of libgeokone, very early stages, C++ & OpenGL

Development of libgeokone, very early stages, C++ & OpenGL

Back then there was no integrated support in Unity or Unreal Engine like now, so the only way to see something in stereo 3D, was to implement  it using Oculus’s own C/C++ SDK.

Learning 3D basics

And I had no real experience in doing 3D programming, no understanding of how the math and the principles behind it worked. But I just decided, screw this, I’m gonna learn this while I go, and so I began.

Implementing and understanding basic 3D math and translations, projections and such took a while to understand, and matrix operations also still a bit difficult, but the more I program this stuff and really just teach it to myself, the more I start to see this geometry everywhere, how things are built, and understand the math and physics of space and light also while learning it, which is really interesting to notice.

Using a grid to verify 3D functionalities

Using a grid to verify 3D functionalities

Had one experience of walking outside after really grasping the 3D fundamentals and getting code working, I walked outside and could see their vector versions projected on top of the physical objects for a while there, like green matrixes of the physical objects, my mind mapping them out with the rules I just programmed for them. Woah! As Keanu Reeves would say.

Programming the Oculus Rift

It took me 4 months of work to get anything even showing properly with the DK1, mainly due to learning the basics of 3D programming, vectors, matrixes, projections, the whole third dimension and the complexity that comes with it. Luckily, for vector math I could use the great GLM library, which is really nice for working with OpenGL.

I had done simple 3D programming before this, but nothing that I could substantially understand, and this time I wanted to understand each thing I was doing, in order to really grasp what is going on here.

In these months of learning modern C++, OpenGL, GLSL, browsing the Oculus Forums to understand the SDK and just taking in all of this new information, I got to the state where I would get stereo rendering working properly finally, and man, it felt good at that point :)

One of the first stereo rendered scenes I did

One of the first stereo rendered scenes I did

Finally in beginning of May 2014 I had most of my geometry core from GeoKone ported to C++, with very simple GLSL shaders. This meant I could now draw recursive geometry in 3D space, with support for stereo rendering.

This would produce this kind of images:

Early stereo images

Early stereo images

One of the very first scenes for verifying stereo rendering I did

One of the very first scenes for verifying stereo rendering I did

Another stereo image

Another stereo image

Developing the first Demo

I also got the DK1 rendering properly, so I now had this kind of images produced by my program, animated in 60 fps, zooming through the geometry:

Geokone geometry engine rendered in stereo with C++ & OpenGL

Geokone geometry engine rendered in stereo with C++ & OpenGL

I continued from there to develop this demo, tested it with different music, and finally added music from my good friend Miika Kuisma. This lead to the development of the first demo of Geometrify, which we demoed together with Tommi Ullgren, Samuel Aarnio and many others helping us, ultimately us showcasing this potential of sacred geometry in VR at over 20 events and offering probably over a 1000 people their first VR experience ..

But that is a story for another blog post :)

From demo to engine

The first demo I did was just only a technical demo, made in a way that really didn’t support building flexible software around it, so I had to spend a lot of time figuring out how to get a proper framework of C++11 & OpenGL, built in a way that allowed configuration of a 3D world designed to render recursive geometry in a 3D space.

C++11 and OpenGL was chosen in order to support cross platform from the get go. No other language really offers bindings to all the libraries on all major three platforms, Mac Os X, Windows & Linux, and also mobile devices, and with the rock solid performance that this kind of experience would require to be really solid and feel smooth as silk.

Modern C++ practices

Modern C++ practices

I spent lot of time in just learning OpenGL and C++11 best practices. C++11 is a very nice language, but to understand how to use it, you have to wade through maybe 15-20 years of legacy practices in order to find how things are done currently, and how to apply modern techniques.

Implementing beautiful line rendering

One of the key aspects of rendering recursive geometry, is how to get beautiful lines rendered. Turns out this is not as simple as just using a ready made library, as there really doesn’t exist such a thing.

I waded through different methods, read through many papers and found out people have implemented something already, like the VASE -renderer. Ultimately I decided to implement the line rendering method researched and implemented by Nicolas P. Rougier with python, described in his paper here: http://jcgt.org/published/0002/02/08/paper.pdf

Getting this to work I now had lines like this renderer in OpenGL:

Antialiased Polygon Lines

First version of the antialiased polygon lines I implenented

Showing how these lines are tesselated from triangles

Showing how these lines are tesselated from triangles

More recent example of the linerendering

A More recent example of the line rendering method.

Need for a scripting language

One of the really annoying things about C++ is the need to compile the source code all the time even if you just change one number. Trying to implement program logic with this limitation was getting really on my nerves, as usually it took at least 2 – 3 seconds to compile the classes I was working on, and when doing this hundreds of times really takes a toll in the iteration times.

I reached the same conclusion that many others before me have done, and saw that I need to add scripting language support for my engine to really get anywhere in a reasonable time and not loose my mind while doing it.

I prototyped different approaches, first considering using QT5 with it’s built in Google V8 javascript engine, but came to the conclusion that I don’t need such a beast of software just do add scripting.

I also looked at several other scripting options, but really the only other one that can be taken seriously is Lua, so I bit the bullet, learned yet another new language and bound my C++ engine to the Lua -side with the assistance of the great lua-intf interface.

Controlling scenes with Lua

Controlling scenes with Lua

To be able to write programs that have the iteration speed of javascript, combined with the raw power of C++11 and Modern OpenGL, felt super good. Unlimited power!! ;)

Base work almost done

So finally I’ve reached a state of development in my engine, now named PSITriangle Engine™, where I can run program logic in scripts in Lua, and keep the parts requiring performance on the C++ side.

It’s been a long way to this state, to implement a very specific use-case 3D Geometry Engine, using modern C++11 and modern OpenGL + GLSL techniques, all the while learning how to do this while developing the actual engine.

The feeling of getting here, controlling all the pixels on the screen, using the power of math and geometry, and skills I had accumulated over the years to produce this virtual space, felt like pure creation coming into life.

I’m glad I didn’t know how much work implementing a 3D engine properly is, because I might have not chosen that path if I had known :D

Finally  I can just quickly script and prototype ideas quickly. This brings development speeds up significantly and helps test and development massively easier from now.

From now on my plan is to finish this base of the engine and actually start implementing the program logic for what is going to become “GeoKone 3D” as the project name for now! :)

Playing the startup game with Geometrify, probably going mad

Pushing the limits of my mental health

Past 3 weeks have been crazy. Crazy depressing and stressful, trying to push Geometrify forwards, in a rushed mad man craze feeling of trying to reach a goal of releasing our new demo and crowdfunding campaign on 11.11.15, in order to match with the release of GeoKone on 11.11.11 (ha, that post has 11 comments)

And then realizing all this was just some imaginary deadline we had setup for ourselves, and that our direction is not exactly aligned on what is possible to implement right now. Gah.

I have been driving myself to the limits, drinking too much black tea, coffee, then needing something to calm me down after that, and continuing this vicious cycle until I was completely exhausted and not even remembering who I am anymore. This completely drained me physicall and mentally, and I was ready to give up the whole thing.

But then suddenly, I saw something in the midst of it all ..

A diamond shines in the darkness

In this self developed chaos shit storm, a diamond of perfection shone in the midst of it all:

Diamond in the Center

Diamond in the Center

Looking at it, just observing, and using GeoKone while being in the darkness I could see it more clearly. GeoKone has helped to suppress depression, to channel my self in the darkest moments so many times that I really wish I could somehow bring this program to the masses better. There I was again, creating art with GeoKone, feeling like shit, when suddenly I could see beauty coming out of darkness, forming slowly, reminding me that there is always a solution, even if I’m not seeing it in the middle of all the crap flying around.

Not sure if this can be seen only by travelling to the centre of it all, going through all that chaos around it first, or is there an easier way maybe ? Who knows. I dont know. I can read a thousand books, hear a thousand stories, and none are the one I am travelling. There are no ready answers or solutions to those walking their own path.

Startup mantras

I hope I don’t have to do this again ever. So that I might learn when to just keep calm, and focus on the task at hand, and not project into the future to fulfill some deadline that might as well be total bullshit in 2 weeks.

Fail fast, fail often. If you fail at first, try again. These are the mantras repeated in the startup world, and I can see now why. This has been a total surrender trip since 2012 december when I left my dayjob and pursued GeoKone full time.

My psyche has been put to the test, still working alone as programmer on Geometrify. Not having anybody to talk to on the technical aspect daily, not having anybody to wait at the workplace for me, or not anybody to even expect me to be there at time. It can get very depressing.

And still, the comments from people who have tried our first demo (which will be released at some point for the Oculus DK1, hopefully) like “most interesting usage of VR”, or “most deep experience of geometry”, or the mind baffling comment after a private demo “I realized what happens after I die”, these keep me going.

Glimpses to another world

Yeah, somebody saw glimpses of what happens when he dies by just trying our demo.

Think about that for a while. Let it sink in.

The possibilities with this project are endless. And yet, how to communicate this what we are buildling, seems impossible. There are no words to describe it. It slips through the rationality and structure of words. Like a spiritual experience, it is really difficult to share.

And this has been our challenge for the whole time we have been developing Geometrify Experience. How to communicate this to people, when it is really personal, can be meditative, immersive, but can also not be meditative, can just be annoying for minority of people trying it out, or it can be something completely different for each person.

Catching small fish

I think we have been trying to catch a too big of a fish, we now need really to narrow down our grids and focus on something that can be also implemented, and explained, and still utilizing our top of the line geometry engine, which might I say, is getting really nice.

I’m starting to get the hang of C++11 finally, and OpenGL too, so things are starting to look good on the technical side.

Still, no funding, no coding partners, although I have help from many people now, and we are now an officially registered Co-Op in Finland now, so a lot of progress happening also!

I am hopeful to continue working. Fail fast, fail often, get up, grind up, fuck that shit up and show them that following our hearts something truly extraordinary can be achieved!

Ready to get up again!

Ready to get up again!

Now this is inDigiNeous, signing off again!

Doing what I Love :: Development of Geometrify continues

I just want to do a quick update what’s going on with me and the software I am developing.

My Lifes Work Currently

My Lifes Work Currently

Developing Geometrify

Geometrify is the name of our company and also the name of the software we are developing. Geometrify will be an amazing VR experience, something completely different than you are used to seeing.

Geometrify will use the same tech as GeoKone.NET, but supercharge it to 10x in performance, visual style and animation. Geometrify will be developed primarily for the Oculus Rift VR -headset, and our goal is to launch first version of our software in Q1 2016.

Geometrify is being developed using Modern OpenGL, C++11 and QT 5/QT Quick
For more information about Geometrify, check out these pages:

Progressing irritatingly slowly, but steadily

Things have been going a little slower than I originally thought, and we have no funding for Geometrify yet to rise off the floor. We have a team of 4 top notch professionals ready to go, but only funding for myself.

Which I am very grateful for, I am now being paid for doing what I love. It was a leap of faith in 2012 December when I left my dayjob, relationship, apartment and everything else to pursue developing GeoKone.NET fulltime.

Finally it is starting really to pay off, and I am seeing already more clearly in which direction to take this in order to create software that people are willing to pay money also for.

Creating the content along with the tech parallel has proven very challenging, and with no funding to drive the team, I as the only programmer must choose carefully what direction to take.

Bashar Talks About Sacred Circuitry

I stumbled upon this video when my friend Alexander introduced me to the 15 Sacred Circuitry Symbols that Bashar (Multi-dimensional being, channeled through Darryl Anka) is speaking in this video:

In this video, put briefly, Bashar talks about a set of Sacred Circuitry (or geometry) that when focused on with intent, will tune our brains to a certain frequency that allows us to receive and transmit energies that the individual symbol represents in our collective consciousness.

Particularly one part struck a chord with me, the part where Bashar talks about the symbols being actual sentient beings (starting at 48 minutes):

“You must really all of you, begin to learn, to understand, you are truly forming a relationship WITH A SENTIENT TOOL. It is SENTIENT, It’s Aware. It’s an Autonomous Being! It will actually begin to Talk To You. You must understand, these symbols as Beings.

This is, in a sense, again, we understand, and please, understand this is a again a symbolic euphemism, a colloquialism. If you wish to put it this way: These Structures, Are Like, The Skeletal, Neurological Forms. The Skeletal Neurogogical X-Rays of Nature Spirits.

Commune With Them!

They will Commune with You. They are Archetypal Aspects, Archetypal Attributes Of your Collective Consciousness. You can actually create Dialogue With Them.”

I can really relate to this. When working with Sacred Geometry, sometimes it really feels I am communicating with a sentient being. That the image I am working on, is able to open some sort of portal or opening to another dimension of beings, who are able to communicate through this doorway.

Focus Portal

Focus Portal

There is something very magical about Sacred Circuits and Sacred Geometry. The key is to DO IT YOURSELF, in order to feel the effects. Just by looking at pictures made by other people is not enough, although it can also work, but when you do it yourself, you are forming an relationship with that form and with that geometry, and then you are actually creating this connection in your own brain and in your consciousness.

Through this relationship with the Sacred Geometries, you are opening yourself up, you are creating a bridge between something Very Natural and Yourself.

The effects can be very interesting. Many times when working on a certain piece, I have felt like it has tried to commune something very important to me. Something that affects my whole being. That allows me to see things in a whole new way.

Physically, it can be felt also. Certain formations will start to live inside my head even after I stop creating them. I can see them when I close my eyes, I can feel them raising my vibration and creating a certain effect, like allowing me to focus better, or to see things from a new angle.

So, what are you waiting for ? Start playing with these formations! Either in physical form with paper and pen (or what every you prefer) or by doing it on your computer. This is one of the reasons I am working on GeoKone.NET, to promote these experiences I’ve had and to let others feel it too!

How We Are Being Programmed :: Seeing Through Methods of Brainwashing

Now for something different, recently I have been mostly writing about Sacred Geometry & GeoKone, but I have always lots of writing underway that is just waiting to be finished.

In this writing, I will dwelve into the subject of Human Programming, something that is happening all around us. Especially in the western culture, that is dominated by the idea that Some People Know the Truth, and You Don’t.

Disturbingly, we don’t even to seem to notice this happening, as this hobby of some Very Enthusiastic People has been going on so long that it is difficult to separate what is really our Own Programming and what is External Programming. This is why I want to write about this subject, as recognizing what Comes From Within You, and What Comes Outside Of You is very important in finding Your True Self.

I will look at the subject from a Computer Programming viewpoint, as I am a computer programmer myself, so it is natural for me to express these ideas through metaphors that relate to programming and computers. I don’t take the subject too seriously though, as I believe nothing should be taken too seriously.

How We Are Being Programmed

Human Programming Is Easy!

Human Programming Is Easy!

Human Programming! This now popular hobby has been growing during the last 2000 years or so exponentially. Everyday we are being told what to eat, what to wear, what to buy and how to think. And how to believe in forming our World Views. Human programming is not really that complicated when we get to the core of it.

Most of it it is based on repetition and affecting to our most basic needs. For example our fear and the basic instinct to survive is being constantly bombarded by messages of assurance through purchasing some product or telling us that We Are Not Enough, You Need This to be Fully Human. Another strong way to get our attention is through sexual messages, as this pulls in the strong animal in us and leads us to easy prey for those who know how to affect our minds when we are not paying attention.

In order to detect when this is happening and how we can protect our selves from it, we will have to first understand How and When this programming is going on.

In this writing, we will inspect the Simplified Model of Human Computers: The Threefold Connection of The Mind, The Body and The Spirit . Understanding the relationship between these three parts is vital in understanding how humans are manipulated everywhere.

Humans can be thought as a combination of three independent operating parts: Body, Mind & Spirit:

TriFold Connection Of Spirit, Mind & Body

TriFold Connection Of Spirit, Mind & Body

This is an Extremely Simplified Model. These three parts describe the Main Operating Parts of The Human.

Every one of these three parts  can operate independently. The Mind can be active without connection to the body, The Body can react to it’s environment automatically and The Spirit can be totally disconnected both from the human body and mind and still function completely. This is important to know, as separation of these parts is one of the key aspects of programming humans. When we are not complete, when we feel some part of us is not enough, when we are broken, then we can be programmed more easily.

When programming Humans, new codes have to be inputted to the system through various techniques that Require Careful Manipulation of all Three in Co-Ordination. These can be thought as kinds of buffer overflow techniques, depending on the information that we want to feed.

Most Programming Techniques Happen on a Mind & Body Level! The Spirit requires more high level work to be programmed. We will concentrate on the Mind & Body level work, as these techniques work on the majority of Humans.

Now, Let’s start  looking at basic models for these three parts:

The Body

Human & Female Bodies

Fleshbags of Water

The Body can be simplified as a Highly Developed Artificial Intelligence that Responds to Stimulae from the External World around it. The body acts as a antennae for the human, transferring information from the world around it to the Central Processing Unit, The Brain.

The Body reacts to its environment through the Nervous System in interaction with The Mind. The Mind/Body System Models its own Internal Version of the Environment around it every iteration of time units, receiving Input from the different Sensory Systems, eyes, ears, nose, mouth, skin and so on and then Creates Simplified, Symbolic Models that represent different things from these sensory inputs.

How is this relevant for programming purposes  ?  These Internal Models Can Be Re-Programmed! Let’s look more into detail how the Body builds these models:

Raw Energies

Streams of Raw Energies

Imagine everything that happens around you. All the things you are sensing. Where do these perceptions come from? From scanning the Raw Energies from your environment.

The Body is always Re-Acting to it’s Environment. Like bats sending out Sonic Waves and reflecting them back, the body does the same thing through all it’s sensory input/output systems.

A Bat Scan

A Bat Scan

The Body is scanning the different frequencies of energies vibrating around it all the time, and then re-creating that environment through Conceptualized Models of Meaning (eg. “this energy represents a table”) and storing these models into the Mind Construct.

Human Energy Fields

Human Energy Fields

Every moment, every second, every millisecond, The body is reflecting the energies around it’s perimeter and Building Complex Symbolic Versions of the different wave combinations received.

These Models are created to make a sense of the environment, to symbolize raw energies into Meaningful Pieces of Operation Codes that can be processed more efficiently. If this process wouldn’t happen, we would be overwhelmed by the information received and would not able to operate at all in our highly complex environments. The information needs to be conceptualized and simplified in order to process effectively and to operate as physical human beings.

This process can be thought as kind of Connect The Dots from the information around us. When we first come here, these conceptualized symbols are empty. We have not yet connected any dots, and are open to any programming that comes from outside.

Empty Slate For Programming

Empty (Not Really) Slate For Programming

When the Mind Construct is empty, the Human has no way of understanding it’s environment. When human babies are born, they start building this Mind Construct through interaction with the environment. They scan it constantly, try out different things, taste, smell, hear, yell and see what happens.

At This Age, Humans Already have Very Complex Mind Constructs (but very easily programmed still!)

At This Age, Humans Already have Very Complex Mind Constructs (but very easily programmed)

Through this recursive interaction, slowly, the Mind Construct starts to form. This is why babies are more easily programmed than grown adults. Adults already have sturdy Mind Constructs within their Brain, and have a lot of old programming in the way of inputting new data to their system.

The Body/Mind Creates a Meaningful Symbolic Model Of The Energies

This Is A Table! The Body/Mind Creates a Meaningful Symbolic Model Of The Energies

We will go deeper into this later, for now it is enough to understand that everything the body experiences, results from scanning the environment from the moment we are born, and Through this Constant Learning Process, Re-Defining and Re-Iterating over These Models, Creating and refining the Internal World View.

What this in practicality means, is: All that Humans Experience, Can Be Modified, if we can affect what kind of data is inputted into the body/mind in the construction phase!

How Difficult this Modifying is, Depends Largely on the Amount of Data the Human Can Process at any Given Point. Humans operating on more Higher Frequencies can see through simple programming methods, and require more complex buffer overflow methods. This we can call as the Base Operating Frequency of any single human.

Base Operating Frequency

The Operating Frequency which the Human Body is operating, defines How Much Information the Human can handle given every sampling point, or moment in time. If the body is operating on a High Frequency, it will process more information at once from it’s environment, creating more Complex Models and seeing more complex structures happening around it’s environment.

Higher Frequency Means More Processing In The Same Time Period

Bodies running with Lower Frequencies Construct a Simpler Model, as they possess less processing power per sampling point. This Results in Very Different World Views between different Human Models. The lower the frequency, the easier it is to feed programming into the human!

Fear, Sexuality & Territory Control are all Low Frequency operating modes. When these modes are being enforced all around us, our Operating Frequency is lowered to match these modes. The worry about how to survive, who to breed with, and who owns this and that draws us to operate on these basic instinct modes. And even though we think we are living in a high civilization, you don’t need to look too far to see these operation modes enforced everywhere. Go out in the city and see how humans are operating. This is key to controlling us, keep those frequencies low!

When the human is operating at a low frequency, certain higher parts of our psyche and spiritual abilities are not activated. Then we cannot see the whole picture, we only see the lowered view of things, from a low viewpoint. This view point puts individual survival on top of all other things and thus keeps us actually very limited in how we can form our world view. We will always put individual needs on top of the community needs if being kept in this passive mode. This is also key to keeping us Not Seeing That We Are Being Programmed!

By Raising The Human Operating Frequencies, we are more Free To Conceptualize our World Views into more Coherent and Larger Models. But if you are into human programming business, it is indeed not something you want, for people to become aware!

This is something we will go into more detail later, but let’s just say there are certain tricks to keep the Human Frequency low enough to feed it programming data more easier. Now, let’s take a look at

The Mind

Brains Input Output System (BIOS)

Brains Input Output System (BIOS)

The Brain stores the construct known as the Human Mind. Notice the word construct, as the Mind is ultimately a big network of connections programmed from the birth of the human, and is only limited by it’s own programming.

The Human Mind is designed to Protect The Body,  the Vessel Humans use to travel the 3D/4D Physical/Time Dimensions. The Mind AI is controlled by the Spirit or Higher Self, and also handles as a I/O center for the Body.

Self Configuring Network Of Independent Cells

Self Configuring Network Of Independent Cells

The Mind is a Self Configuring Artificial Intelligence, that can inspect itself and make self-corrections in it’s Operation Code. But it also relies heavily on input and stimulae coming from external sources, and does most of the I/O processing for the Human Body, gathering input, processing it and sending output to the Body.

The Mind Processes Information. It’s main task is to keep the Human Body alive, by re-acting to the environment automatically through the nervous system.

This AI is Very Highly Developed, but it relies on certain basic principles of operation that Once Detected, Can Be Manipulated, especially if the human is running on a low enough frequency or has the connection to the Spirit cut off sufficiently. This is why it will always prioritize certain aspects of our programming, like survival and basic needs, if not being consciously re-programmed by the user.

The Human Mind is a self-preserving formation, and once programmed, requires Removing of the Old Programming to replace with new. This is why it is best to start programming the Human at a very young age, as there is less old programming in the way!

Easiest way to Program Humans is through the Mind Connection, as most Human Models will Automatically Rely on Input fed through the Body. When the Mind is controlling the human, it is very keen to act on all thoughts that come through the I/O system of the body.

Effective ways are Instructions in forms of Written Text, Audio, Pictures and especially The Combination of These, in form of Movies.

Mass Spam Of External Information Gives Effective Results!

Mass Spam Of External Information Gives Effective Results!

Moving Pictures, or Movies & Television Programs, are the most common way of programming big masses of Humans currently. This is something that has become very popular during the last 100 years or so.

We will go deeper into this subject later, but let’s just say for now that through distracting the Mind with moving pictures and sounds,  through bypassing the defense mechanisms of the Right Side Of The Brain, the Rational Side of the Human Brain can be programmed sub-consciously through carefully constructed scenes of images and sounds.

This involves in putting the brain in a Dream Like state, where the natural defense systems are fooled to believe anything that is fed into the subconscious mind.

This way, it is easy to pass instructions in there, like “Trust In God“, “You Will GoTo Hell If You Do Not Obey”, “Buy This Product“, and so on! Effective methods are to be Direct and Add as much as Fear as possible! Fear is a very low frequency energy, and will limit the operating frequency of the receiver.

Fear can be embedded by using low frequency sounds (hear those “brrrrruuuuuuumm” sounds in modern movie trailers that seem to be everywhere?), or by showing scenes of destruction and doom, or by simply telling us that we are not enough, our sunglasses are not cool enough. This will trigger the fear of uncertainty in us and open the ports to tell us how to rationally get out of this situation.

But like I said, this is a topic for another writing completely, now let’s look at the final simplified part of the humans:

The Spirit

The Spirit can be thought as a controller for the Body & Mind, as it is connected to both. But the Spirit is far more complex than just this connection to the physical representation that interacts with the 3D -world. The Spirit is the Most Complex of these three and Most Complex to Manipulate.

The Spirit can be thought as the Player who Controls the Human Body. The Mind/Body construction Reflects what the Spirit Represents for any certain human.

Spirit Is A Gamer

Spirit Is A Gamer

The True Connection to the Higher Aspect of Human Beings. The Aspect that is Instructing the Human through the connection to it’s Body/Mind Controller.

.. And Human Is The Game It Plays

.. And Human Is The Game It Plays

The term Player is to simplify things again, as in reality the Spirit is a Very Complex and great being that is hard to describe (if it is even possible) with these simple words. If the Spirit is Strong within a Human, Programming Becomes Increasingly Difficult.

This is why Spirituality is being downplayed in our society so much. Weak Spirited Models are MUCH easier to program.

Cross Promoting External Instructions Since Year 0!

Cross Promoting External Instructions Since Year 0!

The Spirit can be weakened too, but this requires very much groundwork, but fortunately here at Planet Earth, certain ground breaking organizations like The Church (or any religion based on great programming book of Bible, Koran or any else Human Made Set Of Instructions) Have Worked Hard to make the Spirits of Humans Disconnected from their True Sources. Now let me say, some religions actually work on unifying human beings, but most are just there in For the Control and Telling us that we need middlemen to talk to God.

“Aah Hahahahaa Haa!! .. Oops, wrong meeting ..”

“Aah Hahahahaa Haa!! .. Oops, wrong meeting ..”

Great Programmers Stand on Shoulders of Giants! It’s easier to control those who are already under control of Illusionary Gods and Visions of Impending Doom created for them from the moment they have been born.

The Spirit is the most hardest part to program of a human, because it requires more work to detect or manipulate it’s ways.  There are certain Universal Laws that are in place that affect the behaviour  of the Spirit, and these can be used to Hack the Spirit, but these always require consent from the Spirit and thus it must be tricked into the programming if we want to really manipulate any Human on longer term basis.

One simple example of luring the Spirit is to ask for it’s permission in a very confusing way that the rational mind does not understand. By overloading the rational thinking with overly long contracts and then requiring the Human to place it’s energies into the contract, the Spirit’s energy can be trapped into a paper document for example. This way, the both parties have agreed on to this deal, and if the Spirit breaks the contract, it is actually breaking Universal Laws Of Creation, on which we will also go into more detail later.

One other good example of tricking the Spirits comes in the form of the old Vampire tales, where it is repeated that one must Invite the Vampire in, otherwise they cannot enter the house. This is a representation of the Universal Laws of Creation again. This area is very deep indeed, and it is better to stick the basic body/mind techniques in combination with simple Spirit Programming for effective results!

Summary

Now that we have the basic concepts understood, we can continue later on and go into much more detail on how the actual programming can happen.In the next parts I hope to look more at how our frequencies are actually limited through food & medical supplies, how subliminal messages work and at some point how we can protect ourselves from this programming.

Peace out,

GeoKone.NET 0.97 Is Out! Includes Tutorial Video on How To Create Seed Of Life

New Version Live! Check it out at http://www.GeoKone.NET !

GeoKone 0.97b brings High Resolution exporting! Click on image to see Full Resolution version

GeoKone 0.97b brings High Resolution exporting! Click on image to see Full Resolution version

Release Notes

I’m excited to announce the new version of GeoKone.NET today, with support for the following new major features (ChangeLog):

  • High Resolution PNG Image Exporting! This allows GeoKone finally to be used seriously as a Graphic Design tool.
  • Saving & Loading of GeoKone Scenes from our Server. This means you can save your scenes easily in one place and continue working on them later from anywhere. You need to register an account and login in order for this to work, the Sign Up link can be found on the front page.
  • Many UI improvements, including Palette Container which allows easy selection of colors.

This release finally starts to resemble the vision I had about GeoKone about one year ago when I started to work seriously on GeoKone. I am happy to see this new release and hope that users like it as much as I do :)

There is still much work to do to reach the 1.0 version with all the features I have in mind, but it is getting closer and closer to actually becoming a realization. I want to thank all the people who have encouraged me to continue working on GeoKone and send thanks to all the people who have sent feedback, thank you! You keep me going :)

Tutorial on How To Create Seed Of Life with GeoKone

Along with this new release, I have made a video on how to create the classical Sacred Geometry Formation, Seed Of Life, With GeoKone:

For more information about Seed Of Life & Flower Of Life formations, see this excellent video by Charles Gilchrist :  Sacred Geometry 101D: Concentric Circles or Part 6 of the Excellent Spirit Science series :)

Want to Contribute ?

Sometimes developing for HTML5 as a platform feels like an endless swamp of hacks & tricks to get things working, so I am seriously looking into creating a Native Desktop/Mobile Device
version of GeoKone in the future.. Also, creating all the UI & Concept Designs, Client HTML, CSS & Javascript and the Server Python code has been a tremendous task, so if anyone out there wants to help, Please check out the GeoKone github project page:

https://github.com/inDigiNeous/GeoKone

Also, if you want to look at using GeoKone scenes in your C++/OpenGL project, here is a Work In Progress project for rendering GeoKone scenes realtime with OpenGL:

https://github.com/inDigiNeous/libgeokone

This one is really early in prototype stage though, but if you get it compiling (see README for how) there is an example rendering of GeoKone that is synced to audio. This would be the main purpose of this library for starters, to enable syncing of GeoKone scenes with audio in realtime and create some amazing visuals.

Contact me at <Sakari AT PsiTriAngle DOT Net> if you feel interested in contributing to this project. Any help is appreciated! :)

Now go to http://www.GeoKone.NET and start creating Sacred Geometry!

Video: Islamic Patterns and Sacred Geometry

Here is a nice little video showing some nice Sacred Geometry design and explaining shortly what Sacred Geometry is about

I like the sentence in the end where roughly they said “Through repetition of the same form, it is like remembering all the time that All Is One”. Truly, Everything Is Fractal. With Sacred Geometry we can explore this nature of our Cosmos through repetition of the same forms, everywhere around us.

GeoKone 0.96 Beta Released! Create Sacred Geometry Live!

GeoKone.NET has been Updated To Version 0.96.03 Beta.

What is GeoKone ?

GeoKone is an Interactive Sacred Geometry Generator that runs in your browser. With GeoKone you can Generate, Copy, Modify  different Recursive Geometrical Formations that are based on Natural Constants like the Golden Ratio. All parameters of the geometry are assignable by the user. You can save your creations either as PNG Images or Export as JSON/Text Parameter Data, suitable to be Imported into GeoKone and edited later. GeoKone uses Processing.JS.

Visit http://GeoKone.NET to check it out Live In Your Browser! Visit also the GeoKone Gallery to see Unique Art made possible by GeoKone.

This update brings Improved Usability, More Stability and New Features:

Undo: Last 3 Steps Are Undoable.

  • Keyboard shortcut: ‘v’
  • Very basic functionality for now, still need to tweak and optimize

Copy Formation along vertex points of currently selected Formation:

  • Keyboard shortcut ‘.’ (dot)
  • This allows you to copy the currently selected Polyform and place it along the outer points of the current polyform, allowing much easier copying of formations and creation of totally new formations.

Exporting & Importing Scenes as JSON/Text

  • Copy & Paste the current Scene as Textual Data. This allows you to save your scenes locally to your computer and Import later to continue editing.
  • Importing & Exporting currently works by you Copying and Pasting the scene text into/from GeoKone.
  • Expect more improvements on this in upcoming versions. In the future it will be possible to Integrate these GeoKone scenes into other programs, through a small library that will draw GeoKone scenes with OpenGL! :) This could bring a whole new world of possibilities.
GeoKone 0.96 Screenshot!

GeoKone 0.96 Screenshot!

Improved Usability

  • Copying, Joggling and moving Formations around works now better and is more accurate.
  • Performance might be a bit slower though, but I will continue optimizing the code and release more often.

More Stylished Looks

  • More polished look for the parameter page (although the new Safari has some issues drawing this, seems to affect Mac Os X Lion version only)

Shortcut Buttons

  • Shortcut buttons for most used features, currently: Randomize, Save Image, Export Scene

Keyboard Shortcut Map

  • Help/Keyboard Shortcuts:  See more easily what different keyboard buttons do!
Keyboard Shortcuts!

Keyboard Shortcuts!

Note: Login, Saving & Loading Scenes to the server is still disabled, as the combination of Python+Django+mod_wsgi+Apache seems to be a bit challenging setup to push live. I am seriously considering rewriting the whole server side with Node.JS, but this will take some time. Hopefully I will get the current server implementation working in the upcoming days.

And as with previous releases, GeoKone is still in Beta, so everything doesn’t always work as expected.

Also, I decided to postpone the Chakana HyperController feature into an OpenGL version of GeoKone, as it’s usability is not yet up to the standards I want and Javascript/HTML5 performance is still an issue, not really possible to run 30 FPS without OpenGL.

Happy Geometry Forming with GeoKone! 

Visit http://GeoKone.NET Now! :)