Hi Toni

thanks for the answers. It looks like Tundra will be the way to go!

Just another question came up, of which I think you allready thought about.

How will the scenes be stored persistent on the tundra server, so in case of
a crash or restart the right scenes start up again?
I thought maybe there could be a way to store the datas referencing the
assets in a database or a folder with set of scene files and their positions
and have them loading on start of the tundra server. (I wouldn't be
surprised if it allready is there and I just need to go through the
documentation....)

Cheers and a happy weekend to all
Pedro



On Fri, Feb 11, 2011 at 4:48 PM, Toni Alatalo <[email protected]> wrote:

> Hi all,
>
> we talked about Tundra with Peter/Pedro, he tested the demos and sent in
> some comments and questions. We agreed to continue here -- I'll quote enough
> so that you see the nice comments too:
>
> On Feb 10, 2011, at 11:02 PM, Peter Steinlechner wrote:
>
> this is brilliant and I start to grasp and embrace the whole tundra idea.
> Certainly I have to tinker around with it a bit more, but I think this will
>
> really become the firefox and apache for virtual worlds! To make the
> GUI a part of the application, rather then having it in the viewer is a
> rock solid feature that opens some new horizons.
>
>
> Yep, and not only the GUI but basically all functionality .. like whether a
> client connection gets an avatar or something else etc.
>
> There is not much missing to make the opensim based taiga server very
> soon obsolete :-)
>
>
> We'll see, Opensim has nice aspects too, I'm not surprised if both stay
> around and develop for different purposes. But it seems to be that many
> applications don't need the Opensim featureset (like grids), and indeed that
> we can easily enough port the basics like chat and avatars to Tundra as
> application level scripts.
>
> One point I'd like to clarify: the customizability of the client, loading
> code from the net as a part of the service for custom GUIs etc., is there
> always in Naali. It doesn't basically matter if you use a Tundra or Taiga
> server, the EC system and the API for adding keybindings and menu entries
> from e.g. EC_Script Javascripts loaded with http can work similarily. So you
> can make also opensim+modrex worlds so that the service/app there defines
> the GUI.
>
> The difference currently is that Naali releases have the default UiModule
> always enabled, whereas in the builds from the Tundra branch it is disabled.
> But we could for example make it so that for Taiga worlds the default UI is
> shown only if modrex tells so (and when logging to vanilla opensim have it
> automatically on). Also, the new Asset API and the current EC_Script
> implementation that handles code loaded from the net are in the Tundra
> branch only so not in the 0.4 release. We may later get the things merged so
> that have the current things for all usages, discussed it in the meeting
> today, but that's to be seen and also depends on what people actually need.
>
> But there sure are unique points in Tundra usage, like: 1) ease of
> authoring of e.g. meshes on a local standalone app, which automatically
> updates textures in the 3d view when they change on disk and 2) network game
> dev where it makes sense to run same code partially both in the server &
> client 3) custom messaging for advanced feats.
>
> Just to note that the ECs and client side Javascript works against Taiga as
> well, can be useful if someone has made e.g. a complex app as an Opensim
> region module and wants a custom GUI for it.
>
> - Would it be possible to attach an alternative collision mesh to objects?
>   This might be helpfull in case of adding ramps to stair meshes for
> example.
>   Similar it was in rexviewer 0.42
>
>
> Yes I think that already works, EC_RigidBody (which is how we communicate
> things to Bullet) supports putting a collision mesh ref IIRC. I think we
> should make the dotscene pipeline support that (or did someone do that
> already?) so that you can define the collisions meshes in your modelling app
> too.
>
> - Poking around a bit in the ogre website I stumbled over hydrax water,
> which
>   looks quite neat - but didnt got further into the details and wonder if
> this
>   would be very difficult to add or if you folks allready have something
> more
>   stunning in mind ?
>
>
> Ali tested SkyX and Hydrax already a year ago or so, was it so that either
> is even in somehow as a compile time option? He's been waiting for the guy
> to make a release so could look at using them again. I think with Hydrax
> there was problems with using it for large waters, was too heavy?
>
> - The terrains resemble about the same size like in opensim but could I
> asume that
>   it would allow easy for bigger spaces or loading a few terrain tiles,
> without using
>   meshes ? I could think of more then just a few use cases where
> possibility of
>   using bigger, real world elevation data based terrains would be welcome.
>
>
> Yes the EC_Terrains can be of any size and you can add as many as you want.
> For the client side that works even against Taiga, we had an extra terrain
> on world.realxtend.org:9000 earlier as a test, flying on the sky :)
>
> But on the Tundra server it really works for collisions, EC_Terrain just
> has a EC_RigidBody of type Heightmap.
>
> Indeed a good demo would be to make a large area with real world elevation
> data. I think should work ok 'cause Ogre does decent visibility culling, so
> rendering shouldn't be too heavy. Otherwise people have for long made
> advanced scene managers and terrain systems with Ogre for large worlds,
> someone was making a spherical system for earth scale planet etc., but I
> think with the current simple EC_Terrain system we can already do a lot.
>
> Pedro
>
>
> ~Toni
>
> 2011/2/9 Toni Alatalo <[email protected]>
>
>> part 2/2
>>
>> note: in bird game you fly with arrow keys, but in fishgame currently
>> the same rightclick-drag to rotate as in av movement (i should remove
>> the need for that mousepressing and just use mousemove directly)
>>
>>
>> ---------- Forwarded message ----------
>> From: Toni Alatalo <[email protected]>
>> To: [email protected]
>> Date: Wed, 19 Jan 2011 19:33:37 +0200
>> Subject: Re: tundra demo scene with minigames
>> On Jan 19, 2011, at 1:13 PM, Toni Alatalo wrote:
>>
>> http://dl.dropbox.com/u/3589640/Tundra-1.0-demo.exe has a recent build
>> from the Tundra branch of Naali, with
>>
>> (...)
>>
>>  I will send another mail later this afternoon with a link to a bundle of
>> the demo content and instructions on how to get it started locally.
>>
>>
>> Ok it's now up at http://www.realxtend.org/download/lvm_20110119.zip
>>
>> The basic instructions for Tundra usage are at
>> http://www.realxtend.org/doxygen/tundradocumentfiles.html . All that
>> applies for this document/scene as well.
>>
>> So after installing that Tundra demo, which is just a new version of the
>> Naali with the server included, you can open the demo scenes just by
>> clicking on them in windows explorer. This opens the scene in a server,
>> which is basically Naali running in standalone mode. It has a free camera
>> script loaded by default, so you can move around in the scene etc. To get
>> more things, you need to load the so-called plugins to the server. This is
>> best done now by using the scene structure window which you can open from
>> the menu. You can either drag&drop e.g. plugins/animals_LVM.txml and
>> optionally the fish and osprey games to that window, or do right-click ->
>> import scene in scenestruct. If you drag&drop to the 3d view, it places the
>> sceneparts in the place of the drop, which can be confusing with these
>> plugins. The other plugins like day&night are included already by default in
>> the main lvm.txml.
>>
>> When you load the animals plugin, you should immediately get some deers
>> running (or floating due to a bug) near the small river. This you see on the
>> server as well.
>>
>> To get to move as an avatar, and to play the work-in-progress crude
>> minigames, you need to connect with a client. You do this by running
>> viewer.exe, but it needs to be configured so that it knows where you have
>> your local copy of the demo assets. This is easiest done by right-clicking
>> in windows explorer in the LVM scene folder, the one where you have
>> lvm.txml, and choosing 'open tundra viewer in this directory'. There is a
>> screenshot of this in the doc linked above. By default a minimal little
>> connecting form is used now, there type: localhost (defaults to port 2345
>> like the server too) and put any *single word* as username, password is not
>> needed. If you put "firstname lastname" it tries to connect with LLUDP to
>> opensim, and "something@something" would be using a reX account.
>>
>> Once connected you should get an avatar. This demo scene actually has an
>> old version of the avatar application which doesn't have flying and such --
>> the current version is included in the tundra installer itself.
>>
>> Then on a client, after you have loaded the Osprey game, a statue of that
>> eagle like bird should appear by the beach near where the avatar first
>> landed. If you click that statue, it starts the game where you fly as such a
>> bird, and can try catching some red bass from the bay to bring to the two
>> nests. If you load the fish game, a table appears floating over the air :)
>> and you can click that to get to swim as an tiny anchovy fish .. which must
>> eat some plankton and avoid a big bass fish that eats the anchovy. The fish
>> game has no GUI graphics for info screens yet (apart from a work-in-progress
>> radar for which the image ref is broken for you now so it shows as an empty
>> white box), it just prints score in the console when you succeed in eating.
>> And ands when you get eaten by the big fish, when you return to your avatar.
>>
>> Hopefully you get somewhere with this info!
>>
>> Some basic Tundra info for authoring, from a discussion with a modelling &
>> texturing artist :)
>> 18:30 <antont> and the awesome thing for authoring is
>> 18:30 <antont> that you can just edit the content, and it updates
>> automagically
>> 18:30 <antont> for example if you open a scene like that with some object
>> that has a texture
>> 18:31 <antont> you can then paint that texture in photoshop
>> 18:31 <antont> and just save the file
>> 18:31 <antont> and it immediately refreshes in the naali/tundra view
>> automatically
>> 18:31 <borisrrrr> great!
>> 18:31 <borisrrrr> that's brilliant!
>> 18:31 <antont> same for materials and qt ui files and js game logic code
>> etc
>> 18:32 <antont> and you can just drag&drop a .mesh or .scene file from your
>> desktop and it shows
>> 18:36 <antont> this article i've written explains the EC idea etc
>>
>> https://github.com/realXtend/doc/raw/master/arch_article/simple.pdf
>> 18:36 <antont> also documents one of the examples, the avatar application,
>> in some detail
>>
>> on behalf of the realXtend project,
>> Toni Alatalo (+358407198759)
>> Playsign Oy
>>
>>
>> same.
>>
>>
>>
>
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