References + Resources
Last updated
Last updated
An introduction to DMT and NATs (written by the Block team) can be found at gitbook.
Figures 1 through 8 in this book have been calculated and rendered with , an open-source equivalent to the numeric computing platform ).
The title image and Figure 9 were rendered in , using heightmaps exported from Octave. Textures were mapped using a script written by Unity user .
On-chain data was sourced from the Google BigQuery dataset called
For updates on DMT and NATs, the does an excellent job.
The images below are heightmaps, commonly used as data inputs for generating terrain in 3D modelling packages such as or . These are provided as a quick and simple way for developers to test game environments generated by a NAS.
A few notes on these:
These images represent the first 824 544 blocks. Each pixel is one block. Pixel shading ('grayness') is determined by mapping the data range of the data set used for the image to a number from 0 to 255 (representing black to white for each pixel).
Note that transaction count accuracy is reduced for these maps, as there are only 256 levels available. For the first example (raw transaction count), the lowest input is 1 and the highest is 12239 (). This means that transaction counts can only be determined to an accuracy of 12239/256 or 47.85 counts.
(genesis block) is located at the bottom left of each image, with block count increasing to the right and then up.
These have been generated so they wrap seamlessly (on the short side) to allow for creation of 3d NAS such a cylinders and spheres.
This represents the transaction count of each block. Note that there are a few blocks which have very high counts, so this skews the distribution of other blocks down.
This heightmap is simply the map above, with a 5x5 block average. It is shown in .
This is a heightmap that represents .
This is a heightmap that represents.