Re: [realXtend] Re: Avatar scene

2013-05-02 Thread Peter C.
Debug symbols would really help in figuring it out, that memory address won't 
help much out of context. Run it in debug mode. 

Remy Cucui rem...@gmail.com wrote:

So I installed Tundra 2.5 When I try to run it, I get an error message:

The application was unable to start correctly (0xc0150002). Click OK
to 
close the application.

On Thursday, May 2, 2013 2:07:43 PM UTC-4, Remy Cucui wrote:

 Hello!

  I'm trying to get the avatar scene working. When I right click
the 
 .txml file and click Host in Tundra Server (UDP 2345) and then
connect 
 with a client on the same machine, it works great, no problems.

  However, when I try connecting to the server I actually intend
to 
 use, and import the content (I've edited all the file paths that I
could 
 find in all the files to link to my dropbox) everything appears, but
I'm 
 stuck in the default camera and there's no avatar generated. I
disconnected 
 and reconnected with no improvement, and tried closing and starting
the 
 client back up again. No dice.

  I decided I'd try running the server with the --file parameter
and 
 just start it with that .txml off the bat, but the results are the
same. 
 Everything's there except for the avatar and I'm in the default
camera mode 
 that comes with Tundra.

  Does anyone have any ideas? I appreciate any input you might
have!


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Re: [realXtend] Re: Avatar scene

2013-05-02 Thread Peter C.
Also, make sure you did a full rebuild, including dependencies, a lot of 
external dependencies got updated in 2.5.

Remy Cucui rem...@gmail.com wrote:

So I installed Tundra 2.5 When I try to run it, I get an error message:

The application was unable to start correctly (0xc0150002). Click OK
to 
close the application.

On Thursday, May 2, 2013 2:07:43 PM UTC-4, Remy Cucui wrote:

 Hello!

  I'm trying to get the avatar scene working. When I right click
the 
 .txml file and click Host in Tundra Server (UDP 2345) and then
connect 
 with a client on the same machine, it works great, no problems.

  However, when I try connecting to the server I actually intend
to 
 use, and import the content (I've edited all the file paths that I
could 
 find in all the files to link to my dropbox) everything appears, but
I'm 
 stuck in the default camera and there's no avatar generated. I
disconnected 
 and reconnected with no improvement, and tried closing and starting
the 
 client back up again. No dice.

  I decided I'd try running the server with the --file parameter
and 
 just start it with that .txml off the bat, but the results are the
same. 
 Everything's there except for the avatar and I'm in the default
camera mode 
 that comes with Tundra.

  Does anyone have any ideas? I appreciate any input you might
have!


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Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C
Just a few suggestions / things to note. 

1. Even if the primary intent is not games, it would be wise to develop with 
the same performance mindset of a game engine. Long term viability as a 
platform requires keeping up with tech.

2. It might be wise to try porting ogitor to run inside realXtend. If nothing 
else make an exporter from ogitor to tundra. It may also be wise to look at how 
torque has their dcc set up. 

3. It may be a good idea to look at porting torques functionality to tundra. I 
was recently doing research on torque, and they have a massive community, but 
their architecture is really bad. Don't count out game developers as a possible 
audience. If you were to outreach to game developers, and they were to get 
involved in improving the game engine side of things, it would benefit the 
academic side too. Games tend to be one of the biggest driving forces of 
technology. 

Cheers, 
Peter 

t...@playsign.net wrote:

Hi,

 

we had a semiofficial(*) realXtend association board meeting yesterday,
mostly to discuss and organize further planning on development roadmap
for the new year.

 

My full notes are on-line, main point summarized here: We decided to
plan work on two fronts, creation tools and pipelines coming as a new
primary focus. The other area is the tech platform  engines topic
which was already worked on a lot last already (the realXtend roadmap
doc from last spring discusses the three areas there, i.e. current
Tundra, browser based clients and the Mobile Tundra unified light
client idea).

 

For the creation tools and pipeline we agreed to gather wishes,
requirements and development proposals and meet again on Thursday next
week (17th)  to put together a plan. Ludocraft made one report on this
already ages ago, they’ll check if parts of it are still valid.
Francois will talk with Matteo and Francois from Spinningwire and ENER
labs. Adminotech has some concrete needs, I think largely coming from
VW use in education. I think Evocons at least can tell what they need
in their work with the building industry.

 

You, anyone, can also use this chance to inform the planning: what
would you need to be able to create applications, worlds or whatever
with realXtend better, or is that even a bottleneck for you now? Even
vague ideas are welcome but the more concrete a plan the better of
course.

 

Some things discussed in the meeting: more example assets for e.g. use
of different materials / options of the SuperShader, creating a new
shader library. Better scene/ec editor with grouping etc. A question:
is tighter Blender integration, for example with live material preview
with a Tundra window as demonstrated by blender2ogre, a good way to
author or is something else better?

 

The full notes with some additional points are in
https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit
(not too structured, sorry).

 

I think we can use this mailing list / google group to gather ideas and
discuss, but am also interested in more structured ways. For example
getsatisfaction.com has seemed nice for working on feature requests, I
think I saw Kitely using that long ago and tested creating a realXtend
account there too, but I don't have any real experience on using that
or any other similar service. Github issues serve well for actual todo
items and feature wishes too but I don’t think it suits this kind of
requirements elicitation. Am open for suggestions, either here or
privately.

 

Finally, I’d like to explain a bit the rationale for the focus on
creation tools as how the common interest focused there surprised me. I
have earlier thought that there is a big divide between a)professional
creators and b) supporting easy end user content creation. Basic
realXtend offering, e.g. the Tundra SDK and the little WebGL and Flash
clients, target professional creators -- people who are comfortable
with normal 3d modeling and programming etc. More Second Life or
Facebook style end user creation are implemented in custom
applications, for example the TOY content tools which are a now a part
of the Meshmoon offering, Cyberslide where you can just create a scene
from your Powerpoint slides, or Ludocraft’s sandbox. But yesterday the
common understanding was that there are many things that we could do to
help both professional creators and services with user created content.
Ease of creation is of utmost importance in professional use as well as
it of course affects both the quality and especially the cost duration
of projects. Also we figured that work on creation tools is relevant in
any case, no matter whether we end up using Ogre, some other native
engine, or WebGL more in the future.

 

so here’s a starting point for the year!

~Toni

 

(*) not everyone in the board could participate yesterday, so we
postponed some administrative bureaucracy for a later meeting and
focused on the dev planning work

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Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
In regards to the game dev aspect: I'm sorry if that came off the wrong
way, it was just the google doc read a little more like this is an
academic project, the focus is on professional use and not games, end of
story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
was thinking more build some sort of plug-in that would allow for using
Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
I have to do some more research in to it, however the main two things
that come to mind are possibly implementing the ability to easily
transition from Torque to Tundra. The main problem I see with Torque is
it is based on the old multiple inheritance methods, and is a pain to
work with when you start needing custom functionality. There are
resources that require you edit the engine source code at a low level to
add functionality needed for a script. My thoughts were to try to use
Tundra as a base to try to fix Torque's weaknesses, while allowing for
easy inter-op. Ideally it would be a collaboration between the RealXtend
association and GarageGames to create the best of both worlds, but I
doubt that would happen. If nothing else, my main concern would be the
need to implement similar DCC as torque's editor in to RealXtend, along
with better tutorials on extending realXtend (not just scripts, but
plug-ins as well). The documentation from Torque is really good compared
to Tundra, and Tundra is a pain to start developing for from an
outsider's prospective. Meshmoon alleviated some of the content creation
documentation issues, however for development of additional plug-ins, or
more general, non-Meshmoon specific documentation, realXtend is still
lacking big time. I'm still having issues getting DCC working for
realXtend, and I haven't been able to do much involving test scenes
because of it. The documentation for adding a new plug-in, such as a
terrain module, is almost non-existent. There are other irks such as not
having easy to access documentation telling what the shortcuts are for
the pop up windows easily accessible from Github or in a document
somewhere in the Git as well.

I think that the primary things that RealXtend could benefit from would
be better documentation of how to develop for it beyond basic scripting
and DCC, such as tutorials for plug-in/script development, content
creation, and general tutorials which take you through the whole process
of creating a basic game/scene that's actually playable and more
interesting than just walking around (something like Ludocraft Circus or
a basic FPS); and the ability to more easily create content. These
things would be the primary way to get ready to bring more people over.
Beyond that, better outreach and publicizing of the project itself would
bring more people in as well. The only reason I found out about
realXtend in the first place was because I found it by chance through
the opensim wiki. Having press releases about releases and the like go
out to places like Ogre, and having an Ogre wiki page and link to
realxtend in the Ogre wiki for 3rd party projects using Ogre, would
probably help bring more people in. RealXtend is a good framework, even
if it needs some tune-ups, but it needs more publicity and documentation
in order to grow and get bigger.

On 01/09/2013 01:05 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
 Just a few suggestions / things to note.
 Thanks - quick comments:
 1. Even if the primary intent is not games, it would be wise to
 develop with the same performance mindset of a game engine. Long term
 viability as a platform requires keeping up with tech.
 We certainly keep that up -- both Ludocraft and Playsign are games
 companies, the requirements from us (e.g. Ludo's old creation tool doc,
 the mobile tundra plan etc) are largely from games dev perspective).

 Sometimes it is more difficult for us to get a good understanding of the
 *other* requirements, other apps besides games :)

 If you are referring to the remark in the google doc, it tries to say
 that reX is essentially about *networked multiplayer games* (or other
 multiuser apps) out of the box, is inherently networked, whereas e.g.
 Unity3D was originally for single player games (though has many mature
 ways to do networking nowadays with 3rd party addons and has basics
 builtin too).

 2. It might be wise to try porting ogitor to run inside realXtend. If
 nothing else make an exporter from ogitor to tundra. It may also be
 wise to look at how torque has their dcc set up. 
 Yes we looked at Ogitor back in the early days when considering options,
 I was repeatedly showing it to the guys in sprint meetings etc .. and
 read some of their code when considering editing things in Naali/Tundra
 etc.

 Both Tundra and Ogitor support the old simple Ogre dotscene format so
 they might be interoperable already, i.e. you might be able to import
 Ogitor authored scenes to Tundra. When I tried dotscene things in Ogitor
 0.3 some 2-3

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
They open sourced the whole of Torque3D:
https://github.com/GarageGames/Torque3D

It only runs on Windows for now, but they are pushing for Mac and Linux
support. They are also planning on open sourcing Torque2D. I think that
for inter-op it would be best to start by porting functionality Torque
has that Tundra does not to Tundra, and then figuring out ways to
convert content/scripts from Torque to Tundra. I was looking at Torque,
and the source code it self is really heavily interconnected; it would
take a complete overhaul to move it to a modern entity-component system.
I personally would rather just implement the missing functionality in
Tundra and make it easy to port from Torque to Tundra.

On 01/09/2013 01:42 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
 In regards to the game dev aspect: I'm sorry if that came off the wrong
 way, it was just the google doc read a little more like this is an
 academic project, the focus is on professional use and not games, end of
 story. Sorry if I misinterpreted that. Also, in regards to Ogitor, I
 Right, well it's me who has to be sorry for writing it too unclearly
 there I'm afraid.

 Actually the strategy we hope to drive now in the research cooperation
 with the university here etc. is that out of the academic work we would
 get concrete improvements to the tech which would really help e.g. game
 creation.

 was thinking more build some sort of plug-in that would allow for using
 Ogitor functionality in Tundra as an in-scene editor. Also, for torque,
 Right, that's what I was also wondering early on -- especially because
 also Ogitor uses Qt like Tundra does, might be possible to somehow hook
 Ogitor to be a Tundra plugin or something even (but not totally
 straightfoward, because Ogitor uses the Ogre API directly, whereas to
 integrate in Tundra nicely it'd need to be ported to the Tundra API
 which wraps Ogre).

 I have to do some more research in to it, however the main two things
 that come to mind are possibly implementing the ability to easily
 transition from Torque to Tundra. The main problem I see with Torque is
 it is based on the old multiple inheritance methods, and is a pain to
 work with when you start needing custom functionality. There are
 Right - the entity-component model in Tundra has certainly proven to be
 a nice strong point, has served great for extensibility in practice, is
 easy to understand I think etc.

 easy inter-op. Ideally it would be a collaboration between the RealXtend
 association and GarageGames to create the best of both worlds, but I
 doubt that would happen. If nothing else, my main concern would be the
 need to implement similar DCC as torque's editor in to RealXtend, along
 Interesting - it might be a far call, but it is also good to brainstorm
 with an open mind sometimes.

 BTW didn't they open source something recently, was it torque3d runtime
 or what?

 I think that the primary things that RealXtend could benefit from would
 be better documentation of how to develop for it beyond basic scripting
 Agreed. As you noted, Meshmoon docs helped already, but certainly much
 is still urgently needed.

 I think we need tech dev too but certainly creating those docs must be
 somehow organized finally.

 out to places like Ogre, and having an Ogre wiki page and link to
 realxtend in the Ogre wiki for 3rd party projects using Ogre, would
 *nod* -- I think the time is certainly ripe to submit Tundra as a
 candidate featured project for the Ogre site. Feel free to do it, anyone
 basically, but I think I must if no one else beats me to it (should not
 be hard..)

 Thanks again for the good points and welcome reminders (I wasn't
 recalling Ogitor and Torque too clearly at all, have been quite occupied
 with many other things recently too).

 ~Toni

 On 01/09/2013 01:05 PM, Toni Alatalo wrote:
 On Wed, 2013-01-09 at 10:22 -0500, Peter C wrote:
 Just a few suggestions / things to note.
 Thanks - quick comments:
 1. Even if the primary intent is not games, it would be wise to
 develop with the same performance mindset of a game engine. Long term
 viability as a platform requires keeping up with tech.
 We certainly keep that up -- both Ludocraft and Playsign are games
 companies, the requirements from us (e.g. Ludo's old creation tool doc,
 the mobile tundra plan etc) are largely from games dev perspective).

 Sometimes it is more difficult for us to get a good understanding of the
 *other* requirements, other apps besides games :)

 If you are referring to the remark in the google doc, it tries to say
 that reX is essentially about *networked multiplayer games* (or other
 multiuser apps) out of the box, is inherently networked, whereas e.g.
 Unity3D was originally for single player games (though has many mature
 ways to do networking nowadays with 3rd party addons and has basics
 builtin too).

 2. It might be wise to try porting ogitor to run inside realXtend. If
 nothing else make an exporter from

Re: [realXtend] reX assoc board meet: focus on creation tools

2013-01-09 Thread Peter C.
I suggest you read through their website, as the github is fairly basic
compared to their actual website.
https://www.garagegames.com/products/torque-3d

On 01/09/2013 04:11 PM, Jonne Nauha wrote:
 This Torque seems nice, I guess. The repo is very weirdly structured
 for me, very hard to find the actual code. Seems they don't use a lot
 of dependencies, which is good i guess. Seems to implement their own
 window managers etc. for each platform, seems crazy to me but gets you
 the most control :)

 Yeah it looks nice and all, but why exactly should we start porting
 features from it to Tundra? It seems to have a very different use, as
 in having a flexible gui editor to create projects in click here and
 here to make a game kind of way. Is this networked at all or a make
 single player games framework? I dont even know exactly what it is,
 just by reading the readme from github it still leaves me puzzled. Can
 you be more specific what would you like to see in Tundra from this?
 Can you point to code/sceenshots to get some kind of idea? I doubt
 there is any porting to be done, its a completely different beast
 without all of our dependencies/libraries/frameworks. Features/ideas
 can be copied (if they apply to the Tundra idelogy) but they will
 probably need to be rewritten from scratch.

 I think we can however agree rex project should focus on documentation
 and examples (both c++ and javascript). Content creation tools can
 also be on the table, but as we have talked numerous times (in the
 issue tracker) Peter it might not be in the Tundra SDK scope to have
 fancy editors and ship certain kinds of 3D assets with it. Maybe we
 need to adjust that purity goal, I don't know. I would like to see
 the assets at least in a different repo if this happens and move
 /bin/scenes and parts of /bin/media there too.

 I think many of the end user problems with Tundra come from that we
 are a very programmer oriented thing. You can't do much with Tundra if
 you don't know how to code or are willing to look at some headers.
 This can partly be solved with documentation, but at the end of the
 day if you want to make things move and pop (like a game), you need to
 write some code either with javascript and/or c++ code.

 Tundra is a more of a developer SDK with some examples to get you
 started, not a full click a button on a editor to make a game kind
 of thing, I guess that is a quite nice dream to have. We could make
 this kind of editor, maybe utilizing ogitor or just build our own, but
 we would need to move our focus out from Tundra core. I suspect that
 this Torque was not made in a couple of months but there is some
 serious money and effort behind it before made open source.

 Btw. We have it on our todo list to make most of these things to
 Meshmoon. Nice(r) editors, easy primitive building, scripting
 templates and drag and drop content libraries. We need to make usage
 and building easier for our end users, I just think it might be more
 in Meshmoons scope that Tundra cores, hard to say. I know for a fact
 that if I implement these in Meshmoon I can make it just the way we
 like. If I'm doing it it Tundra core I need to ask for acceptance,
 deal with merge politics, go with cores UI style and in many cases
 dump down or limit the implementation so that it is generic enough and
 usable everywhere. 

 *TL;DR +1 for documentation and modeling/scripting examples :)*

 Best regards,
 Jonne Nauha
 Adminotech developer


 On Wed, Jan 9, 2013 at 9:24 PM, Peter C. th3fly...@gmail.com
 mailto:th3fly...@gmail.com wrote:

 They open sourced the whole of Torque3D:
 https://github.com/GarageGames/Torque3D

 It only runs on Windows for now, but they are pushing for Mac and
 Linux
 support. They are also planning on open sourcing Torque2D. I think
 that
 for inter-op it would be best to start by porting functionality Torque
 has that Tundra does not to Tundra, and then figuring out ways to
 convert content/scripts from Torque to Tundra. I was looking at
 Torque,
 and the source code it self is really heavily interconnected; it would
 take a complete overhaul to move it to a modern entity-component
 system.
 I personally would rather just implement the missing functionality in
 Tundra and make it easy to port from Torque to Tundra.

 On 01/09/2013 01:42 PM, Toni Alatalo wrote:
  On Wed, 2013-01-09 at 13:30 -0500, Peter C. wrote:
  In regards to the game dev aspect: I'm sorry if that came off
 the wrong
  way, it was just the google doc read a little more like this is an
  academic project, the focus is on professional use and not
 games, end of
  story. Sorry if I misinterpreted that. Also, in regards to
 Ogitor, I
  Right, well it's me who has to be sorry for writing it too unclearly
  there I'm afraid.
 
  Actually the strategy we hope to drive now in the research
 cooperation
  with the university

[realXtend] Re: Tundra 2.4 release.

2012-11-05 Thread Peter C.
Out of curiosity, do you guys think you'll be able to implement a smaller 
version of the buildfixes pull request before 2.4 that only adds/fixes 
linux mint compiliation? Since it looks like the bigger build improvements 
pull request is out of the question for now, I'm working on a smaller 
version that should add mint support without changing all the extdeps at 
the same time.

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[realXtend] Re: Question regarding entity components and arrays of groups of properties

2012-09-28 Thread Peter C.
Thanks everyone, I appreciate it. The problem I have been having is that I 
need an array which contains multiple properties per entry. I need to 
specify multiple textures and properties per layer, so that's where I'm 
having the difficulty. I'm evaluating the situation more, but it may take a 
while.

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Re: [realXtend] Debian/testing compile fail.

2012-08-27 Thread Peter C.
No worries. I was trying to get build to work on Linux Mint and it kept tossing 
errors. I just happened to fix it on my end. There are a few issues with it i 
have to fix that were raised on the pull request, but nothing i can't do in a 
little bit.
-- 
Sent from my Android phone with K-9 Mail. Please excuse my brevity.

glenalec glena...@exemail.com.au wrote:

Thanks for that Peter!


I will have another go when the mainline is updated (I have access to a Windows 
system at work during the week, but it will be nice to have a version running 
at home for evenings/weekends).

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[realXtend] problems exporting from Blender

2012-08-25 Thread Peter C.
Hey, I'm using the blender2ogre exporter and I'm having issues with 
exporting a character mesh from a .blend file. I'm using Linux Mint 13 
(Ubuntu 12.04), and I have the ogre tools installed, along with meshy, and 
when I click export, the textures, .txml, and the materials export, but the 
mesh and animations don't export. Does anyone have any suggestions as to 
what may be going wrong here? I've also noticed that the preview in Tundra 
is not working. It will load the viewer, however it says there is no scene 
file in the console log, and nothing is displayed in the window. I'm 
currently trying to get some test content up and running, but I can't get 
anything to export, so I really can't do anything at this point.

Thanks,
Peter

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Re: [realXtend] Debian/testing compile fail.

2012-08-24 Thread Peter C.
What a coincidence, I just fixed that a few days ago on a branch I have to 
get it to build on Linux Mint. Only reason I haven't pull requested it yet 
is because I don't have any info if it breaks windows build or not.

Here's the build/repo:
https://github.com/th3flyboy/naali/tree/th3flyboy-linuxmint 

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Re: [realXtend] Debian/testing compile fail.

2012-08-24 Thread Peter C.
pull request sent.

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[realXtend] Re: an overview: webgl based creation tools

2012-08-18 Thread Peter C.
Alright, I stand corrected about the QT messaging, it's not the QT 
implementation itself that's lagging, it's what has been stated on the 
tracker about the design of the messaging calls in RealXtend as per the 
issues on the Github tracker. Sorry about that, my brain has been a bit 
fried lately. I'm going to do more research in to the performance issues on 
my end, but first I'm going to finish up a slight update I'm working on to 
the build scripts. After that I'm going to look in to making a few things.

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