Are there any ground-up re-writes of opensim server-side underway? -jeremiah
Frisby, Adam wrote: > All valid points, however I don't think any major changes are going to come > on the SL viewer. > > If you want these things, keep your eyes on Naali, Looking-Glass & Idealist, > which are all ground-up rewrites. > > Adam > >> -----Original Message----- >> From: [email protected] [mailto:opensim-users- >> [email protected]] On Behalf Of Paul Fishwick >> Sent: Thursday, 17 September 2009 8:35 AM >> To: OpenSim Users Mailing List >> Subject: [Opensim-users] summary/thoughts on Blue Mars >> >> I tried out Blue Mars last night: >> >> http://www.bluemarsonline.com/ >> >> and have some initial thoughts. I'll try to organize these thoughts >> from the >> perspective of someone using OpenSim. Blue Mars is a massively >> multiplayer >> virtual world that was recently released. >> >> Overall Impression >> ------------------- >> >> Very rough around the edges since it is still in development (what >> isn't?). Avatar >> motion seems awkward and very few interaction options compared with SL. >> Graphics are stunning (more later) but high end graphics cards >> required. >> As one >> blogger has noted, the apparent target market seems to be a consistent >> and >> shared presence for game-worlds: i..e, build your avatar, and work with >> others >> entering different spaces created by independent game developers. >> >> Interaction >> ----------- >> >> The range of interaction seems quite limited in Blue Mars--I didn't >> notice an inventory >> or the sort of array of options one is used to in the LL viewer. The >> ease with which one >> can move the camera and avatar in LL seems absent, or made unusually >> complex without >> hot key options. >> >> Viewer >> ------- >> >> The best part of the experience. Whereas visual effects have >> languished at Linden Labs (with regard to their client viewer) over the >> years, at the >> expense of an admittedly vastly improved stable set of back-end >> services, the >> Blue Mars viewer presents a few stunning spaces such as New Venice and >> the Waterfall World. Blue Mars touts the point that their content is >> created >> through the use of professional tools. This is a two-sided issue. More >> professional >> tools do offer greater choice in rendered geometry; however, those same >> tools >> do have significant learning curves. LL has done a brilliant job at >> making it simple >> and easy for anyone to create content in situ. >> >> Viewer and server based on the Crytek game engine. Assets are >> environment, >> terrain, foliage, geometry imported through the usual packages (Maya, >> 3DSMAX, Blender...). >> Very nice water and particle system effects. >> >> >> Implications for OpenSim Users and Development >> --------------------------------------------------- >> >> 1. Improved Visual Effects >> >> There is nothing really stopping the community at large from improving >> not only the >> viewers, but also the supported geometry to be more in line with the >> type of experience >> Blue Mars offers. If visual fidelity is important, and the game >> industry >> has shown that >> at least for entertainment purposes users want improved realism, then >> this can be >> a new direction. Two notes along these lines: >> >> A. Improving the view without augmenting the underlying assets: >> >> Cinquetti's viewers are about the best thing going. The shadow >> capabilities of the >> open source LL client (including SnowGlobe) do not even come >> close. Time for >> them to vastly ramp up their rendering. Go to: >> >> http://kirstenleecinquetti.blogspot.com/ >> >> these viewers can be used with OpenSim as well. >> >> B. Improving the view by augmenting the underlying assets: >> >> The RealXtend crew seem to be on the cutting edge here - with >> support of the >> OGRE engine+mesh and the use of associated shaders. Mesh support >> is >> sorely needed >> in OpenSim if it is to be compatible with the rest of the CAD and >> game world, >> not to mention other virtual worlds. >> >> 2. Pre-Loaded Assets >> >> With enhanced geometry for improved fidelity, there may need to be >> an option for >> pre-loaded assets (worlds that users downloaded prior to entering >> so that they >> do not require dynamic asset downloading when one first enters >> them). It isn't >> clear whether this can be handled through a kind of 'extended >> cache' ? When we >> clear the cache, it would need to be cleared by choosing which >> maps >> or levels >> to remove. >> >> -p >> >> >> >> -- >> Paul Fishwick, PhD >> Professor and Director, Digital Arts and Sciences Programs >> University of Florida >> Computer & Information Science and Eng. Dept. >> Bldg. CSE, Room 301 >> P.O. Box 116120 >> Gainesville, FL 32611 >> Email: [email protected] >> Phone: (352) 392-1414 >> Fax: (352) 392-1220 >> Web: http://www.cise.ufl.edu/~fishwick >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
