Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Sebastian Hoffmann <[EMAIL PROTECTED]> wrote: On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote: > for time, with the python-ode example, i did not see much diversion > until about 8000. Thank you, at which stepsize? atached are two of the programs - the second having time=8000.

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Sebastian Hoffmann
On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote: > for time, with the python-ode example, i did not see much diversion > until about 8000. Thank you, at which stepsize? > to me, the scary thing is that people tend to assume When people start to assume, bad things always start to happen. :)

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Sebastian Hoffmann <[EMAIL PROTECTED]> wrote: > On Thu, Feb 01, 2007 at 10:15:19PM -0800, Ken Taylor wrote: > > > yeah - but my tests of the position sensitivity are quite scary for > > > anything u want > > > to be accurate or repeatable and for mission critical stuff. > > > > But would

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Sebastian Hoffmann
On Thu, Feb 01, 2007 at 10:15:19PM -0800, Ken Taylor wrote: > > yeah - but my tests of the position sensitivity are quite scary for > > anything u want > > to be accurate or repeatable and for mission critical stuff. > > But would this kind of experiment be reproducable in the real world, even > w

Re: [vos-d] Thought problem 2: physics 2

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote: chris wrote: > Thought problem 2: physics 2 > > Suppose I am going to do a rigid body simulation. I put one box (box1) > on a plane, at the origin and hold another box (box2) suspended a > meter above the plane nearby. I release box2 at time t=20 a

Re: [vos-d] Online Space

2007-02-01 Thread S Mattison
I've used Celestia before, and from what I can tell... Much like "Microsoft Flight Simulator", there are models for different ports (in this case, spaceports rather than airports). When you are near the ports, the level of detail for those ports are increased. When you are further from them, howeve

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote: > > chris wrote: > > On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > > > Well, I assume this is a trick question. Obviously it *should* do the > > > same thing, but because of tiny changes in floating point precision, > > > that isn't guarante

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote: > Reed Hedges wrote: > > One thing that I'd like to have at some point is a way to "enter" > > another object/space; e.g. when flying around the solar system it's > > really a "scale model" of sorts, until you decide to descend to the > > surface of

Re: [vos-d] Thought problem 2: physics 2

2007-02-01 Thread Ken Taylor
I wrote: > chris wrote: > > Question: will the two images of the two experiments show box2 in the > > same rest position relative to box1? > > > > Well first I was going to say "of course not." I mean I was going to say "of course." I'm tired. -Ken _

Re: [vos-d] Thought problem 2: physics 2

2007-02-01 Thread Ken Taylor
chris wrote: > Thought problem 2: physics 2 > > Suppose I am going to do a rigid body simulation. I put one box (box1) > on a plane, at the origin and hold another box (box2) suspended a > meter above the plane nearby. I release box2 at time t=20 and it > bounces, perhaps collides with box1 then ev

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Ken Taylor
chris wrote: > On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > > Well, I assume this is a trick question. Obviously it *should* do the > > same thing, but because of tiny changes in floating point precision, > > that isn't guaranteed, and the further you go the less likely it is to > > prod

Re: [vos-d] Online Space

2007-02-01 Thread Ken Taylor
Reed Hedges wrote: > One thing that I'd like to have at some point is a way to "enter" > another object/space; e.g. when flying around the solar system it's > really a "scale model" of sorts, until you decide to descend to the > surface of a planet. I guess the planet is basically a hyperlink to

[vos-d] Thought problem 2: physics 2

2007-02-01 Thread chris
Thought problem 2: physics 2 Suppose I am going to do a rigid body simulation. I put one box (box1) on a plane, at the origin and hold another box (box2) suspended a meter above the plane nearby. I release box2 at time t=20 and it bounces, perhaps collides with box1 then eventually comes to rest.

Re: [vos-d] VOS requirements

2007-02-01 Thread Peter Amstutz
On Thu, Feb 01, 2007 at 01:50:07PM +0100, Karsten Otto wrote: > I finally got around to write some comments on the requirements > document. I reversed the numbering, since the last bit is the most > controversial. > > 1.4.3. Authoring > > "There shall be a bidirectional mapping between X3D an

Re: [vos-d] VOS requirements

2007-02-01 Thread Peter Amstutz
These are all really great ideas -- there's too much here to reply in detail (I'd be up all night) but rest assured that I'll be incorporating a lot of this into the requirements document. I'll post the new version with everyone's suggestions in a few days. On Wed, Jan 31, 2007 at 11:18:03PM -

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > That's very interesting. Which simulation engine is this? ode - used in python-ode code. I can provide code and install instructions if u like. > > Also, to reiterate my previous email, would fixed-point math improve the > situation any? > se

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > What are your thoughts about fixed-point numbers? If have, say, a 16.16 > fixed-point number and the units are meters, you get a maximum range of > 65 kilometers with a resolution of about 15 micrometers (Reed mentioned > notrons but in practic

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Peter Amstutz
That's very interesting. Which simulation engine is this? Also, to reiterate my previous email, would fixed-point math improve the situation any? I suppose one thing to keep in mind is rigid body simulation for the purposes of games just needs to be "good enough" and look reasonable. Practic

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: Well, I assume this is a trick question. Obviously it *should* do the same thing, but because of tiny changes in floating point precision, that isn't guaranteed, and the further you go the less likely it is to produce the same results. Do I ge

Re: [vos-d] semantics

2007-02-01 Thread Peter Amstutz
On Wed, Jan 31, 2007 at 11:29:37AM +0100, Karsten Otto wrote: > The problem here is the clash of two different mindsets, computer > graphics people versus knowledge engineering people. The first prefer > scene graphs, which are well understood as Braden pointed out, and > are good for renderi

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread Peter Amstutz
Well, I assume this is a trick question. Obviously it *should* do the same thing, but because of tiny changes in floating point precision, that isn't guaranteed, and the further you go the less likely it is to produce the same results. Do I get a cookie? On Fri, Feb 02, 2007 at 09:26:43AM +09

Re: [vos-d] Online Space

2007-02-01 Thread Peter Amstutz
What are your thoughts about fixed-point numbers? If have, say, a 16.16 fixed-point number and the units are meters, you get a maximum range of 65 kilometers with a resolution of about 15 micrometers (Reed mentioned notrons but in practice meters are the most useful for any kind of human-scale

[vos-d] thought problem 1: physics

2007-02-01 Thread chris
This is in response to Reed's question in earlier thread. Thought problem 1: physics Suppose I am going to do a rigid body simulation. I put one box (box1) on a plane, at the origin and hold another box (box2) suspended a meter above the plane nearby. I release box2 at time t=20 and it bounces, p

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Reed Hedges <[EMAIL PROTECTED]> wrote: > chis wrote: > > The best combo of techniques from research IMHO is what I call > > origin-centric techniques that build on the concept of a continuous > > floating origin (in the client side display system), includes special > > management of clip

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, S Mattison <[EMAIL PROTECTED]> wrote: > You mean those penguins are actually three millimeters tall? Omg, > MicroPenguins! but they're fierce little buggers! You should see how they treat the notrons :). I always talk in meters for ease of conceptualisation but really I just mean numb

Re: [vos-d] Online Space

2007-02-01 Thread S Mattison
You mean those penguins are actually three millimeters tall? Omg, MicroPenguins! > [Notice that we never specify what the units in VOS are. We can call > them "notrons" in honor of an original collaborator in the project :) > As a de-facto convention they would probably be meters in most worlds, >

Re: [vos-d] Online Space

2007-02-01 Thread Reed Hedges
chis wrote: > The best combo of techniques from research IMHO is what I call > origin-centric techniques that build on the concept of a continuous > floating origin (in the client side display system), includes special > management of clip planes and LOD and a slightly different simulation > pipeli

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Reed Hedges <[EMAIL PROTECTED]> wrote: > > Karsten and Chris are both right and have insightful comments. thx Reed :) > > There's no real computational or memory restriction on the size of a > volume of space *as a volume of space* Chris is talking about the > representation of coordi

Re: [vos-d] Online Space

2007-02-01 Thread Reed Hedges
Karsten and Chris are both right and have insightful comments. There's no real computational or memory restriction on the size of a volume of space *as a volume of space* Chris is talking about the representation of coordinates. [[I.e. the only reason that a 1x1x1 kilometer space is different

Re: [vos-d] VOS requirements

2007-02-01 Thread Reed Hedges
Peter Amstutz wrote: > 1.5. 3D Graphics Requirements > > 1.5.1. Meshes and Effects > How about vertical "terrain" described by a bitmap. (I.e. heightmap/DEM). Reed ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/m

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/1/07, S Mattison <[EMAIL PROTECTED]> wrote: > This might seem a haphazard or poorly thought out question, but it has > been long begged by science fiction, and I'm very intrigued to hear > answers from people who might know how it would be possible... > > Forget everything you know about the C

Re: [vos-d] VOS requirements

2007-02-01 Thread Karsten Otto
I finally got around to write some comments on the requirements document. I reversed the numbering, since the last bit is the most controversial. 1.4.3. Authoring "There shall be a bidirectional mapping between X3D and Interreality 3D capabilities and semantics." I assume this include Coll

Re: [vos-d] Online Space

2007-02-01 Thread Karsten Otto
First off, I'd say the limit is really the coordinate system you use. Assuming you have a 4-byte integer value measuring meters, then you already can go roughly 2.000.000.000 meters in any direction, which well exceeds terrestial distances, but isn't quite enough to take you from the Sun to