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(sconzey: forwarded to the vos mailing list for discussion, hope you don't mind)

On Sun, 4 Dec 2005, sconzey wrote:

Hey,

I too was inspired when I read Snow Crash, probably four or five years ago,
over the intervening period I've had a couple of good (and I thought
original) ideas to do with virtual reality. Finally motivated myself to do
something about it, and I find you guys beat me to it!

Well, I'm glad you found us :-)  How did you, by the way?

I'd like to start contributing to the project, but I'm not quite sure where
to start, I'm currently reading the manual and trying to familliarise myself
with the VOS architecture, but I haven't planned beyond that.

Alright, well a couple questions first:

What OS/platform are you using?
What's your programming background?

I've read the "requests" section on the wiki, and the "bugs/requests" page,
so I'll probably start there.

Well, there's three broad directions that we could use help with right now:

1) Better content import/export. Support for importing common 3D formats into VOS for avatars and worlds, and/or plugins to popular modeling packages to export to VOS formats.

2) Scripting support. We're working on binding the VOS C++ libraries into Python with the help of SWIG, but there's still a fair amount of legwork to do to finish it. Then the next step is to start work on a highlevel API which provides more abstract events, so instead of "user has moved" you can have scripts that run when "user has moved within 1 meter of the door" or "user touches this button".

3) New rendering features: support for skeletal models, shaders, constructive solid modeling primitives, portals, webpage-on-a-wall (embedded mozilla), terrain hightmaps, etc... The work here is to add these features to A3DL and then write the code to load them into the Crystal Space engine. Related to this is also adding some features to query the 3D environment, functions like collision detection and line-of-sight.


We also need better content in general. We have a perpetual problem of crap content (which is why our screen shots arn't particularly impressive), because neither Reed nor I are particularly skilled at modeling and we haven't manged to attract and retain 3D artists to develop content specifically for VOS. So the direction of (1), content import/export, is to be able to take content from existing systems (games, other 3D/VR type software) and bring it to VOS.

Scripting is a huge, huge, huge open area right now. There are all sorts of interesting things that we'll be able to do in terms of interactivity, intellegent agents and such once we have the ability to attach scripted behaviors to objects.

Rendering features is simply necessary to bring the 3D modeling capabilities in VOS up to the state of the art -- as it stands right now, A3DL uses a relatively small subset of what the Crystal Space engine is capable of. Another project for the ambitous would be to write a plugin for another popular open source 3D engine such as Ogre.

So, sconzey, it all depends on what interests you :-)

[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
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