Selected Graphics, Simulation, Scientific and AI Projects

The following are a few projects conducted by Jon Roland from 1979 through the present not mentioned elsewhere:

  1. 1991: Wrote package of ecological simulation programs in Eiffel. Extension of Limits to Growth world modeling. One program in package is game resembling SimEarth or Moonbase.

  2. 1988: Started to convert a 3-D mathematical function drawing program to run under Microsoft Windows. Funding ran out.

  3. 1987: Converted an EGA color graphics presentation program to take advantage of the extra colors and resolution of VGA (both 640x480 and 800x600).

  4. 1986: Wrote various fractal graphics programs to run on an Atari 520 ST, mainly to simulate things like landscapes, coastlines, and plants.

  5. 1986: Started to convert an architectural CAD package, originally written in FORTRAN and DEC assembler and running on a VAX, into C and 80286 assembler to run on an IBM AT under Xenix. Project funding ran out.

  6. 1986: Wrote small neural-net simulator in Q'Nial[tm], then in C, to explore multi-level nets. Interesting but slow.

  7. 1986: Experimentally added some color graphics extensions to the Q'Nial[tm] interpreter while trying to port it to an Atari 520 ST and to a Commodore Amiga.

  8. 1984: Wrote simulation model, first in Q'Nial[tm] and then in C, to show how asteroid impact could trigger chain of extinctions that would take several million years to complete.

  9. 1984: Wrote program to explore Nuclear Winter hypothesis, first in Q'Nial[tm] and then in C. Showed how effect could be used as climate weapon.

  10. 1984: Wrote MYCIN-like rule-based expert system in C for troubleshooting circuit boards.

  11. 1981-82: Began writing s-f war game program similar to some commercial non-computer games, with hex cells and complex rules, in ValForth on an Atari 800. Program got too large for machine before it became interesting, but most graphic problems solved.

  12. 1980-82: Wrote most of Planetary Lander program (with rough weather) in 6502 assembler on a Commodore Pet with dot and line graphics. Too difficult to play to be commercial. Later wrote color version in ValForth on an Atari 800. Nice graphics, but still too difficult to play.

  13. 1980: Wrote presentation simulation to demonstrate why restriction of human economic activity to giant urban megastructures (like Soleri's arcologies) is only alternative to collapse of industrial civilization on earth and return to Stone Age.

  14. 1979-Pres: Wrote variations of world ecological models similar to Limits to Growth model, in various languages on various machines, to disaggregate many of the Club of Rome variables and make it more realistic: to simulate geographic distribution, resource substitution, and various buffering effects.

  15. 1979-Pres: Wrote variations of game program, called WHAM, simulating competitive diffusion processes, to explore and use various graphics techniques: sprites, curve smoothing, color fill, dithering, shading, hidden line and surface removal, and 3-D rotation.