Hey,
I would be interested in trying this, in case you have time to make an 
readme.

BR
Lasse

On Tuesday, 25 September 2012 09:29:03 UTC+3, Toni Alatalo wrote:
>
> The old 'virtual webcam' / screenshot server / server side rendering is 
> back, now with Tundra2! 
>
> Live demo, running the physics2 demo scene from the Tundra repository: 
> http://www.kadonnutkaupunki.net:8886/client 
>
> Clicking on the main image rotates view, so that the point you 
> click/touch is put to center of the view. Arrowkeys can be used to move. 
>
> Clicking on the map works to set the position, the coordinates are 
> perhaps a bit weird now (the default view direction in that scene is to 
> south considering the map, so clicking the pos north from the center 
> shows you the middle part). 
>
> Your camera position is stored on the client side (the browser), so any 
> number of people can move around in the scene without interfering each 
> other (as if they all had their own cameras). 
>
> This is the same old client that we developed already 2-3 years ago, 
> first browser based view to realXtend worlds, before WebGL or anything 
> existed. Is the simplest and lightest thing for the client side, as the 
> client shows just images -- was nice also for phones and tablets back 
> then. There is no new functionality yet, just a port of the old thing to 
> current tundra2. 
>
> The html+canvas2d client side project is 
> https://github.com/realXtend/worldwebview 
>
> Server side counterpart is 
>
> https://github.com/antont/tundra/blob/httpserver/bin/pyplugins/httpserver/tundrahttphandler.py
>  
>
> We've been talking with Adminotech now about integrating this to their 
> hosting system to get live views to the Tundra scenes there. I imagine 
> it will be nice to see what's going on in a scene already before logging 
> in. And it's fun that it is normal Tundra, so whatever is in the service 
> shows normally (for example avatars). 
>
> There are many ideas for improvements, primary one now is to change to 
> panorama rendering and add support for local camera rotations on the 
> client side. This way rotating the view becomes nice and smooth, not 
> needing the slow server roundtrip. This should be quite simple to do. 
> For movement fading transitions and progressive loading, similar to 
> Google's streetview, would be nice. 
>
> Other direction is using video streams for the display, perhaps similar 
> to what existing commercial server side rendering + streaming gaming 
> services do. I wonder if VLC could do that as we have it integrated 
> already (VLC is originally made for sending videos over LANs). 
>
> This area is not a replacement for other clients, e.g. WebGL ones (which 
> is also being worked on using three.js now, similar to the old 
> WebNaali), but a parallel track and a differently useful service. 
>
> If someone wants to use this now in their setup, you need to pull that 
> httpserver branch (1 line addition to py api in c++, 2 py files for the 
> http server lib & service implementation, no deps outside py stdlib) and 
> the web client. The web client html is served via Tundra's http server 
> to avoid cross-site scripting limitations in browsers. A separate web 
> server is used to deliver the actual images (I just use Apache, the 
> Tundra plugin copies the images to Apache's dir). I can help with 
> details (write a readme) if someone wants to try. 
>
> ~Toni 
>
> P.S. that 'server' is still the same old EeePC as the previous time, 
> some dual core Atom processor in a netbook, but with a mobile nvidia 
> chip that runs light Tundra scenes ok :) Also the upstream from the 
> server is just some ~5MB DSL, that is the bottleneck for the image 
> transfers. For the Admino hosting integrated thing it will be some 
> powerful box in a well connected (hopefully 100MB or so) place, this is 
> just a simple proof of concept demo setup. 
>
> P.P.S. Back 1-2 years ago I also added server side rendering support 
> with http controls to Opensimulator, and Nebadon and Melanie tested 
> using this same web client to their Opensim servers. It worked ok and 
> was sure fun enough, but the Warp3D SW rendering module there had severe 
> memory leaks (was originally made for one-time map rendering, not many 
> subsequent calls like with this) -- I didn't go into fixing those. If 
> someone is interested, is still well possible to use this there too (and 
> the mem leak in the rendering seemed ease to fix with some restructuring 
> of the code). 
>
>

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Reply via email to