bf3 molecular geometry is a fun and challenging game that teaches the basics of molecular geometry. Use this fun game to help you understand how atoms bond together, to help you understand the chemistry of molecules, and to learn that the laws of physics don’t change!
2. What is BF3?
I like to think about two different kinds of work that I do for my company: one is designing a molecule, and the other is constructing a model of it. It’s been a long time since I’ve done the latter, but I’ll still give it a shot (and if you don’t know BF3, go learn it. There are many great resources out there, and this is just one example).
BF3 is a fantastic tool, and one of the best things about it is that it takes excellent molecules as input and generates compelling models of them. The current version (mainly) works in C++ (the library), but we plan to add Python support shortly.
A molecule is a chain of atoms held together by bonds between adjacent atoms, with each bond being called an “atomic coordinate.” This can be considered an array or matrix whose elements are the atomic coordinates of each bit on the said chain. The atom-coordinate matrix for a molecule can be found by calculating how many bonds cross over every atom along the said chain, which we call the chemical formula for a said molecule.
This matrix can then generate molecules from chemical formulas (or anything else). In particular, we can do this by giving any chemical formula to the program and asking it to generate molecular structures from the said formula — most likely in three dimensions (but we would like to ensure there aren’t any size limitations here!).
It works very well! It does this extremely fast — especially compared to trying to write algorithms for doing this in 3D space — so when you find yourself needing something more complex, BF3 will work fine with it too! The best thing you will require to bring forth is a molecular formula. If you have thousands of them stored somewhere and want to generate something quick in 3D, then you will probably want to use some library or provide your atomic coordinates.
People often ask why we chose BF3 instead of another molecule generator — namely Cheetah3D or H2O2 — but they don’t need an explanation; they need us to say: “We use Cheetah3D because it works well for us and because Cheetah3D isn’t free and has no limit on several molecules that can be generated per pass through the algorithm!”
3. The Structure of BF3
The Structure of BF3 (A Penrose Triangle)
I’ve noted a couple of bits around my love for Penrose triangles and how I think they are one of the most beautiful things in nature. Because they are created by the interplay between two or more simple geometric shapes, many have been taken as simple pictures that illustrate a concept. It is quite often too easy to take them as such.
But if you delve into their mathematical structure, you can see them in fascinating ways. For example, you could use the form to redesign shapes like a diamond or square or create new forms which have properties not present in those shapes.
It shows there is much more to it than just pulling and drawing pictures! You can test this and see what occurs when you start disordering with these incredibly complex mathematical structures.
The bf3 molecular geometry is exciting; it is an example where mathematics can be used to make something that we would typically think of as an abstract geometric shape into something recognizable (at least partially). This is done by taking two simple forms and fitting them together:
The outcome looks like this:
By looking at the two sides (which are just angles), it’s possible to see that they form a kind of triangular shape:
This means that if you were to “fit” this into your mind’s eye, you would probably end up with something like this:
The idea behind using the structure to “fit” things into our minds is quite appealing — indeed, we do this all the time when thinking about computers! One way we do this is called “computer vision”; for example, we can see 3D images on an LCD screen by rotating our heads around and looking at objects at different distances. There are other ways, too — for example, I have written about using prismatic glasses (with prismatic lenses) to make stereoscopic images from photographs! So there might be some value here in using tools from physics to understand how computer vision works.
So why am I talking about bf3 here? Well, my favorite place on earth has just been announced as part of Google’s latest Atlas project: Google Street View.
4. The Bonding in BF3
The following post is from the BF3 development team. We hope you enjoy it and that it helps in your quest to understand the game’s physics.
We’re posting these blog posts here on the site to keep track of our progress. This one is the latest, so if you’d like to read more, feel free to check back here or follow us on Twitter at @BF3Dev.
In today’s update:
• We’re continuing to work on 3D shapes and affecting their flow and interaction with each other in different ways – we’re still working out how we can best influence how they move around and shape them into various forms.
• We continue working on rendering effects (shaders) – we have a lot more work left to do before we ship, but this gives us insight into our potential effects and allows us to get some early feedback on what players might expect when playing.
• We continue to focus on improving matchmaking (showing players grouped). A lot of progress can be made here regarding AI behavior and visual effects before we start shipping matchmaking onto servers, but this shows us where there are areas for improvement before we can send it!
5. The Molecular Geometry of BF3
The game’s basic design is quite simple: It’s a space shooter. You fly around on this giant planet, shooting down minor red blips to try and destroy the enemy base.
This is the gameplay. This is how it should be played.
However, what you’re seeing is not just that:
The most significant difference between BF3 and other similar games is that it has this weird, strange-looking geometry at every point in space. The gee-whiz factor has been lost in an attempt to make the 2D space more 3D… but I think that’s just as dumb as it sounds.
In science, we call this kind of geometry “Molecular Geometry” (Molecular Geometry). It is a way of thinking about the shapes in our universe. We can relate molecules to physical objects and then figure out what shapes they are made up of and where they are in space—which tells us a lot about their behavior, size, and body. For example, water molecules have three dimensions, and each water molecule takes up one spatial dimension (the third dimensionality of water can only be accessed using a special microscope).
Sand molecules have two sizes with some friction at each end to allow them to move around on a beach—and can be measured in terms of their angles or angles relative to the sun (which is why we can tell how far away from the sun something is). Similarly, we can relate atoms or molecules—and understand how they work together with each other—by comparing them against other atoms or molecules which have similar shapes but different sizes and sizes/shapes relative to one another (this happens all the time when we look at molecular structures like DNA).
In this way, we can learn how proteins function together—what they do collectively while they are all working together—and so on.
We recently talked with some brilliant people who believe these insights could also be used for video games. After all, if we could better understand why Iron Man moves like that while alien invaders move more like those guys in The Fifth Element, there might be some potential for applying this knowledge to make games more fun. And there’s no reason why it couldn’t be done—but there needs to be a better understanding first!
6. The Polarity of BF3
On the surface, BF3 looks like a pretty well-designed game. The graphics are top-notch, the physics are intuitive, and the game is fun. But on closer inspection, you notice that there is one big glaring hole in its design philosophy:
There is no way to solve a problem with a single action:
The solution to our physics puzzle involves working through dozens of subproblems. We could solve this by deriving them from the first unsolved problem, resulting in an inefficient solution (the most efficient would involve solving only a handful of subproblems).
This is an exciting challenge because it’s typically encountered by people who have the best intentions but lack the time or budget to do proper solidity analysis. The lesson here is that solidity analysis alone isn’t sufficient; you must include devising general algorithms for solving these problems before making any progress.
In this post, we include guiding you on how to make a framework that will help you more easily build a product and make it more attractive to people. We have provided tools to help you start your development quickly and efficiently.
The above has been an attempt by me to capture the essence of what has worked so far in my life. It is not planned as a replacement for professional advice or to be taken seriously.
In the future, I will probably write more on these topics, but in the meanwhile, I hope this gives some insight into what I would like to see happen as we go forward.