Separate "OpenSim WebGL Viewer" mailing list?


On 8/15/2014 11:14 PM, Mister Blue wrote:
I'm interested in the 'renderer' as separate from the 'viewer' (made up of renderer and components) and the architecture of the virtual world infrastructure.

I like the move into the browser (all JavaScript and WebGL) to make a viewer that is independent of any libraries or OS. But that said, there is a lot to do with the infrastructure that is behind the virtual world. Ideally, any infrastructure should work with both virtual worlds and augmented reality applications. So it should be about place and view and interest.

Unity3D is a tech (and as a business they are interested in lockin) but, in general, we should defined protocols between the viewer and the world whether the world is SL or OS or whatever.

So, next steps, what forum should we have the architectural discussion?

-- mb


On Wed, Aug 13, 2014 at 9:37 PM, Diva Canto <[email protected] <mailto:[email protected]>> wrote:

    On 8/13/2014 7:33 PM, Mister Blue wrote:

        Now, talking about Diva's challenge...

        The problem with creating such a solution is that the existing
        tools are welded together -- 3d renderer is embedded into an
        app that presents a pre-defined UI, chat system, camera
        system, ... It is all or nothing.


    Assuming we'd develop a WebGL viewer more or less from scratch,
    this wouldn't be a problem [for the WebGL viewer]. We can separate
    protocol from rendering engine from [programmable] UI.

    Being able to use the Linden viewer as a collaborative authoring
    system for multi-user 3d content for the Web would be super cool.
    [Note to patent trolls lurking on this list: I said it here first]


        Systems like RealXtend try to solve the changeability problem
        by making everything programmable. So there, an author has to
        program and deal with the interaction of all the parts.

        What is missing is an 'authoring language'. What is the
        'language' (and I use that term for a solution loosely) that a
        scene author can use to create the challenge scene.
        Technically, the parts should be separate and composable. From
        the author's point of view, the world should only consist of
        the actors and the interactions desired.

        There are scenario editing and interaction 'languages'
        available. The Unity graphical state system is cool. I'd like
        to see others that were more scene or world oriented. The
        underlying tech would be of composible pieces that supported
        the construction of the desired world.


    Yes, Unity3D is definitely a good reference point. I find it
    lacking on only two things that I think are superior in the Linden
    system: (1) ease of creation: prims are easier for simple things;
    (2) collaborative authoring: creating a complex scene/game with
    multiple developers in Unity3d is a pain in the neck. So, we could
    borrow a few ideas from Unity3D and add them to the Linden viewer
    -- things like specifying camera movements, controller objects, 2D
    UI, etc. Even if these things are not runnable in the Linden
    viewer itself, they would run in the WebGL viewer. So while
    developing, we could run both the Linden viewer and a web browser
    pointing at the sim.

    I want this to happen. I just don't know anything about rendering,
    so I'm useless wrt developing a WebGL renderer, and I'm waiting
    for the hero who does that in open source. But you can count on me
    (and I'm sure others here) to jump in on everything else --
    protocol, authoring language, etc.


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