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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