Hi Mister Blue,
You ask a great question.
Here are some of the things I would like to see in a future virtual
world viewer:
#1 - Open source -- goes without saying
#2 - Multi-platform -- it should run on the Web, standalone, and
tablets. JavaScript maybe? Or something that compiles to it.
#3 - VR-enabled -- it should be ready to run on the Oculus and other VR
displays and inputs
#4 - Modular with a small core -- the core viewer should be as simple as
possible, possibly just a non-interactive *viewer* without avatars, and
all features (such as avatars, chat, build, etc) should be added as
plugable, optional moduleswith corresponding server-side support. In
fact, the viewer-side modules should be downloaded from the server-side
as people visit the server (a la JavaScript on the Web) -- that's the
maximum flexibility, as it allows for all kinds of additional features
and differentiation. Voice chat is an important feature for many, but
should also be optional.
#5 - Modern graphics -- I don't really know what this entails, but it
would be nice to have environments and avatars like those in Call of
Duty. This may be at odds with #2.
I'm not sure if this requires a whole new server side or if we can use
OpenSim for a while. People have added WebSockets support, and that's
ripe for being improved.
If you start this project, I hope I have time to help! I would like that
very much.
On 8/4/2014 6:08 PM, Mister Blue wrote:
I've been seriously thinking about creating a new viewer project. But
with Maria's survey[1] and all the different virtual world
announcements happening and the lively OpenSimulator vs Unity
discussion on the opensim-user list, I'd like to open up the
discussion to the OpenSimulator development community[2].
LL is making a new world and viewer (closed and proprietary as far as
I know). HighFidelity is making a new world and viewer (open source
with commercial 'grid services'). Unity 5 will have a multi-platform
web viewer and a new multi-user backend (pricing not announced). There
are various wonderful open source virtual world projects (realXtend,
Virtual World Framework, ...) as well as many emerging technologies
(xml3d, html5, asm.js). There are several forks of OpenSimulator
(Aurora, ArribaSim, ...) that have made many enhancements to the base
system. Add to that several successful virtual worlds build on
OpenSimulator (inWorldz, Anvination, Kitely, ...) as well as a few
packaged distributions of OpenSimulator (Diva, ...). Add to that the
many SL/OpenSim third party viewers based on the LL viewer. And that's
just in our sphere. There is much more happening in the gaming and
education and training communities.
So, what could a new viewer add to the mix? Whatever a new view does,
it approaches the question of what OpenSimulator should be three years
from now.
For me, there are two basic choices[3]: evolutionary change or
revolutionary change.
Evolutionary change says to build on existing OpenSimulator. Make due
with the existing LLLP (Linden Lab Legacy Protocol) and improve
vehicles, make installation and use easier and add an easier to use
and improve viewer.
Revolutionary change would be striking off on a new virtual world
architecture. It could have LLLP support but only for downward
compatibility and to keep that community and content. But other
questions arise: How would one build a viewer/virtual world where a
HiFi avatar could stand next to a SL avatar? How could content be
delivered to a viewer so it is displayable but is not in the original,
copyable form? How to leverage the distribution and power of 'the
cloud'[4]? How could one make hypergridable grids across the many
virtual worlds?
What do you think? Evolution or revolution?
-- mb
[1]
http://www.hypergridbusiness.com/2014/08/survey-better-vehicles-search-most-wanted-in-opensim/
[2] I see this expanding to other forums eventually.
[3] With a lot of gray area in between
[4] I'm always amazed by Google Maps -- it displays the map with
traffic overlays and I can zoom in and out with almost immediate
response. Why can't a virtual world viewer do that?
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