We’ve developed a system which translates an OpenSim region into a UNITY scene. 
If there was interest it could be made available. Though support would be low 
key.

Best,

Alan

From: [email protected] 
[mailto:[email protected]] On Behalf Of Dahlia Trimble
Sent: 18 July 2014 22:12
To: [email protected]
Subject: Re: [Opensim-users] Hoping for a fearless comparison of opensim vs 
unity 3D

Unity and OpenSimulator are not designed to cover the same application space. 
Uinty is designed for mostly single player gaming and adds a few features to 
help support multiplayer; whereas OpenSimulator is more designed for multi-user 
shared collaborative experiences. You can build a multi-user shared 
collaborative environment with Unity but it would require extensive development 
as it's not really designed for that purpose.
Regarding physics, Unity has client-side physics. Whether this is "better" 
really depends on the application. For a single user game, client side physics 
can provide a more realistic experience as it's not affected by network 
communication time and physical actions/reactions occure relatively instantly. 
However, client-side physics brings about a new set of challenges in a 
networked, collaborative environent. Consider the following scenario: You have 
a space shooter game where asteroids are moving towards earth. Players fly 
around in spaceships and fire weapons at the asteroids trying to deflect them. 
Player A fires a weapon and the projectile strikes the asteroid, deflecting it 
and scoring a point for player A. While this happens, Player B also fires at 
the asteroid, destroying it. Due to networking delays, player B's computer did 
not receive the event signaling player A firing at and deflecting the asteroid 
until after player B had destroyed it. Both players believe they deserve the 
score but only one could have hit the asteroid. Had these events been processed 
by a central server, both players would have observed the events in order and 
it would be clear which player would deserve the score. Such situations are why 
multi-user shared environments usually rely on central physics and event 
processing. This is one area where Unity could use additional development. 
There are, however advantages to having some client side physics even when many 
interactions are controlled by a central server, such as some avatar animation 
effects. I believe there's a lot that could be done to make the 
SL/OpenSimulator experience appear more realistic by adding more client-side 
physics in areas where it clearly helps.
I've had a fair bit of experience with interfacing Unity to OpenSimulator in 
the past; I wrote a Unity based web viewer for OpenSimulator a few years ago 
for a company named "Rezzable". Around that time I was also experimenting with 
mixing client-side and server side physics and I learned quite a bit about what 
can go wrong with trying to share client-side physics over a network.
Regarding collaboration, Unity's editor is a single-user application. Editing 
your environment and using it are completely different situations. In 
OpenSimulator, they are combined into the same experience and others can 
observe world building in real time and participate in the process.

To recap: Unity is really designed for games, and OpenSimulator is designed for 
shared, collaborative experiences. If you want to develop single user games or 
limited multi-user games, Unity is probably the best choice. For shared 
experiences, OpenSimulator pretty much works out of the box.

On Fri, Jul 18, 2014 at 10:07 AM, Dr Ramesh Ramloll 
<[email protected]<mailto:[email protected]>> wrote:
Hello,
I am starting this thread so that I can get some of your thoughts on this 
matter.
Most of the time, from what I read, and from what prospective clients tell me, 
Unity 3D is so great! why don't you develop in unity 3D. Yes it runs on tablets 
is a big plus. This I do understand. It has better physics, yes clearly.
What I am not sure about, and I hope you can share your thoughts,
is whether it would be possible to create a collaboration centric, avatar 
centric application in  unity 3D. What I mean, is that whether you can have 
within a unity 3D world, avatars using objects to create new ones 
*collaboratively* , whether you can provide users with the ability to change 
their environments in natural ways, whether objects can be collected and 
shared, whether you have a shared white board, or collaborative document 
editing within a unity 3D world. And if yes, how long will it take to make 
these happen, may be it has already happened, do let me know with pointers to 
examples.

And btw, why is it that I havent come across any voice chat demos of unity 3D 
applications that  run in a browser. I am thinking if Unity3D is really top 
notch, why have these things not appeared already as applications (may be they 
have, and I haven't seen them, please point to examples, if you know of them).

And most importantly, what does opensim offers that unity 3D does not, that you 
think is important for users out there, from various domains, such as 
education, training etc...

p.s. the thoughts about HighFidelity and all these new stuff coming up .... I 
still don't know, if all these wheels are going to be reinvented, the scene is 
really too messy to contemplate. It is becoming really hard for us developers 
to pick platforms. We don't have infinite resources, and we feel that we don't 
even get a chance to discuss application level stuffs, when the underlying 
platforms are already shifting so arbitrarily.
Thanks
Ramesh
--
'Consider how the lilies grow. They do not labor or spin.'
Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate Research 
Associate Professor, Idaho State University, Pocatello, ID 83209 Tel: 
208-240-0040<tel:208-240-0040>
LinkedIn<http://www.linkedin.com/in/rameshramloll>, DeepSemaphore 
LLC<http://www.deepsemaphore.com>, RezMela<http://www.rezmela.com>, Google+ 
profile<https://plus.google.com/103652369558830540272/about>

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