Dear Alan, Thanks, could you share with us if all the funcationalities, scripting, behaviors in the opensim region were also translated into the unity scene? I have had many people tell me what you just said, and they walk away with the impression that all functionalities are maintained, I just wanted you to confirm. Ramesh
On Fri, Jul 18, 2014 at 5:16 PM, Alan Miller <[email protected]> wrote: > 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]> > 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 > > 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> > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users > > -- '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 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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