Re: [realXtend] Website Expired !
Our wordpress started working actually right after I had posted that reply :) My post to tell you people about the meeting on coming Monday afternoon is now visible again: https://realxtend.org/2016/09/06/open-meeting-on-mon-12th/ pasting here for convenience: --- realXtend Association has an open members meeting on the coming Monday the 12th at 13:00 EET. In Oulu in the center and also on-line if people from elsewhere want to join! We focus on the use of realXtend and other 3D and multiuser application technologies. Especially to identify development needs that can then proposed to be funded by the realXtend Foundation. --- I'll be posting updates about specifics if there is interest for the online access, or the live meet in Oulu (we haven't fixed the place for that yet as depends on the amount). CEO/CTO folks from realXtend users such as Valo Company & Finpeda are coming, and OTOH post doc researchers from the University of Oulu's UbiComp 3D city etc. team. Anyone is welcome, membership in the association is free (and it basically is this mailing list & the blog, plus the codes in github etc. of course). Private replies to this mail are fine for joining in now as am organizing this meet. Sorry for the delayed note, wanted actually the website to work first too. There's a calendar event for convenience as well, the desc there is in Finnish but the English version you saw here already: https://calendar.google.com/calendar/render?action=TEMPLATE=b2htcW50amRtY2R2cWI5ZzVidjNmMWd0NG8gcmY4NDRoanFqb2I4OTU1cmcxNmxrZzhqajRAZw=rf844hjqjob8955rg16lkg8...@group.calendar.google.com=true=xml#eventpage_6 late summer regards, ~Toni (+358-40-7198759) On Wed, Sep 7, 2016 at 1:55 PM, Toni Alatalo <t...@playsign.net> wrote: > Yes sorry, the person taking care of it had had the credit card stolen - > is fixing it, done soon I expect > > Greetings from Nokia 5G demo day BTW, realXtend is featured with the Oulu > center model :) > > On 7 Sep 2016 11:40, "Lord" <lords...@gmail.com> wrote: > > The website, realxtend.org has expired at Wordpress ( > realxtend.wordpress.com ) . > > -- > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > --- > You received this message because you are subscribed to the Google Groups > "realXtend" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to realxtend+unsubscr...@googlegroups.com. > For more options, visit https://groups.google.com/d/optout. > > > -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups "realXtend" group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
Re: [realXtend] Website Expired !
Yes sorry, the person taking care of it had had the credit card stolen - is fixing it, done soon I expect Greetings from Nokia 5G demo day BTW, realXtend is featured with the Oulu center model :) On 7 Sep 2016 11:40, "Lord"wrote: The website, realxtend.org has expired at Wordpress ( realxtend.wordpress.com ) . -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups "realXtend" group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups "realXtend" group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[realXtend] Fwd: [New post] 3D Web Open Data Hackathon using realXtend and Meshmoon
Hi - I posted a quick heads up of the Open Data Smart Cities hackathon that we're running now using realXtend and Meshmoon, and a little preliminary info of other smart cities realXtend related activities too. -- Forwarded message -- From: realXtend comment-re...@wordpress.com Date: Wed, Jun 10, 2015 at 11:36 AM Subject: [New post] 3D Web Open Data Hackathon using realXtend and Meshmoon To: t...@playsign.net toni.alatalo posted: An intense week of realXtend based app development is going on here in Oulu now! As a part of the 7th Summer School on Ubiquitous Computing organized by the UBI (UrBan Interactions) research program, I and Cvetan Koste from Adminotech are running a Respond to this post by replying above this line New post on *realXtend* http://realxtend.org/author/tonialatalo/ 3D Web Open Data Hackathon using realXtend and Meshmoon http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/ by toni.alatalo http://realxtend.org/author/tonialatalo/ An intense week of realXtend based app development is going on here in Oulu now! As a part of the 7th Summer School on Ubiquitous Computing organized by the UBI (UrBan Interactions) research program, I and Cvetan Koste from Adminotech are running a hackathon with prof. Ojala. Focus of the hackathon is open Open […] Read more of this post http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/ *toni.alatalo http://realxtend.org/author/tonialatalo/* | 10/06/2015 at 06:36 | Categories: news http://realxtend.org/?cat=103 | URL: http://wp.me/p1xiiJ-9B Comment http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/#respond See all comments http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/#comments Like http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/?like_actor=23384631like_hmac=9fa4414f577395dbe3c197218697356epostid=595like=1source=sub_email Unsubscribe https://subscribe.wordpress.com/?key=6cc16bb4c7bbbd253475346dd484b861email=toni%40playsign.netb=Cd%3DG0gv%2FOR2e6%5Bvs.127l%7CR.d%26-pptYd5%7C11qtxVboCJ%5Bmbi%7E to no longer receive posts from realXtend. Change your email settings at Manage Subscriptions https://subscribe.wordpress.com/?key=6cc16bb4c7bbbd253475346dd484b861email=toni%40playsign.net. *Trouble clicking?* Copy and paste this URL into your browser: http://realxtend.org/2015/06/10/3d-web-open-data-hackathon-using-realxtend-and-meshmoon/ Thanks for flying with WordPress.com http://wordpress.com -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[realXtend] Fwd: [Bf-committers] Blender on Steam!
just for info, interesting how that move seems to work out: -- Forwarded message -- From: Ton Roosendaal t...@blender.org Date: Sat, Apr 25, 2015 at 11:29 AM Subject: [Bf-committers] Blender on Steam! To: bf-blender developers bf-committ...@blender.org Hi all, After like two years of trying to get it organized via others, I just held my breath and took a deep dive in the tedious paperwork and forms procedures to get an app on Steam published! In the end paperwork is my main job nowadays anyway :) Martijn Berger did the essential work of getting Blender compiled and submitted according to steam specs. Result now is that we have the first version on Steam (windows, the rest is following soon). http://store.steampowered.com/app/365670/ The response and traffic on Steam is enormous, it looks like this page on steam gets more traffic than the blender.org frontpage... :) -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list bf-committ...@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[realXtend] Fwd: [UBISS 2015] Third Call for Students to 3D WEB AND OPEN DATA FOR SMART CITIES HACKATHON (application deadline March 20, 2015)
FYI a realXtend based Summer School by the University of Oulu next June. -- Forwarded message -- From: Timo Ojala timo.oj...@ee.oulu.fi Date: Tue, Mar 10, 2015 at 4:11 PM Subject: [UBISS 2015] Third Call for Students to 3D WEB AND OPEN DATA FOR SMART CITIES HACKATHON (application deadline March 20, 2015) To: oulu3d...@ee.oulu.fi [apologies for any cross-postings] UBISS 2015 - 6th International UBI Summer School 2015 Oulu, Finland, June 8-13, 2015 http://www.ubioulu.fi/en/UBISS2015 Application deadline: March 20, 2015. UBISS 2015 - the 6th International UBI Summer School 2015 - will be held in Oulu, Finland, on June 8-13, 2015. The UBI summer school provides young researchers and professionals with an opportunity to gain hands on experience and insight on selected topics on the multidisciplinary fields of ubiquitous computing and urban informatics under the tutelage of distinguished experts. While the summer school is primarily targeted for doctoral candidates (postgraduate students), undergraduate students, postdoctoral researchers, and industry and public sector professionals are also welcome to attend. UBISS 2015 builds on the legacy of the previous five highly successful UBI summer schools held in Oulu in 2010-2014. UBISS 2015 comprises of four parallel 6-day workshops. Workshop D: 3D WEB AND OPEN DATA FOR SMART CITIES HACKATHON Maximum number of students to be enrolled to the workshop: 24 In recent years 3D graphics has become a more feasible and a more important part of the multimedia experience in the world wide web. Today, WebGL allows rendering interactive 3D graphics in modern web browsers with GPU acceleration. Application development for 3D web is enticed by the facts that (1) web browsers are available for all major platforms including mobile devices, and (2) a web application typically does not require the user to install or update any software or libraries other than the web browser. A number of 3D web applications have been developed for various domains from information visualization to games, architecture and cultural heritage. This hackathon style workshop focuses on the particular application domain of “smart cities”, where 3D virtual city models are coupled with open data sources (e.g. traffic, weather sensors, IoT) into novel prototype applications using 3D web technologies. The workshop first provides an overview of the 3D web technology landscape, including WebGL, three.js, the basics of 3D modeling applications (Blender, SketchUp), and the workflow from creation to runtime engines. A special emphasis is placed on the technologies developed in Oulu, i.e. the realXtend open source platform for creating real-time networked multi-user 3D environments, the FIWARE Advanced Web-based User Interface Generic Enablers, and the Meshmoon hosting service for creating and hosting multi-user 3D spaces for free. To bootstrap the hacking, the workshop participants are provided with the “Virtual Oulu” 3D model of downtown Oulu and a number of open data sources. In terms of 3D UI devices, the participants have access to Oculus Rift VR headsets and a CAVE. The participants are grouped into project teams of 3-4 students that each brainstorm, design and implement their own prototype, including 3D web programming, 3D content production and 3D UI design. For an example of such a prototype, check out the “Virtual Helsinki” FIWARE demo exploiting multiple FIWARE Generic Enablers. The source code of the prototype is available at https://github.com/playsign/fidemo/ and is licensed as open source for the code and with creative commons licenses for graphics. Prospective students should have expertise in at least one of the following areas: 3D web programming, 3D content production, 3D UI design. The project teams producing particularly “successful” prototypes will be offered the opportunity to (1) to “sell” their prototype for real-world deployment in “Virtual Oulu” for a one-time fee, and (2) collaborate with the University of Oulu researchers on conducting a field trial for the purpose of collecting research data on their prototype. Coordinator: Professor Timo 'Timppa' Ojala, University of Oulu, Finland Timo Timppa Ojala is a Professor of Computer Science at the Department of Computer Science and Engineering at the University of Oulu, Finland. Timppa leads the Urban Computing and Cultures research group and the UBI (UrBan Interactions) research program that have conducted a longitudinal and multidisciplinary study of ubiquitous computing systems with real users in authentic urban setting at the Open UBI Oulu civic laboratory deployed at downtown Oulu. This in the wild exploration commenced over ten years ago and has imposed a visible and lasting change on the Oulu cityscape in form of the city-wide panOULU WLAN network providing open and free wireless Internet access to the general public, and the UBI-hotspots, the network of large interactive public
Re: [realXtend] Potential EU H2020 project to further develop cyber-physical environments for learning (CYPLE)
Greetings and thanks for info! Sounds interesting -- perhaps there are some possible partners here. Feel free to mention your interest here too if you want but of course fine too if only contact and proceed privately etc. One note: we'll be adding at least basic audio support to the web client in the foreseeable future (have promised it in the FIWARE context). Good luck with the effort an thanks again for noting here :) ~Toni On Thu, Feb 12, 2015 at 12:51 PM, Tarmo Toikkanen tarmo.toikka...@gmail.com wrote: Hi all! I work at Aalto University and we're cobbling together a consortium for an H2020 call that will look at furthering the state-of-art in virtual environments. This means 3D immersive environments with proper soundscapes, physical walking around the environment, 3D glasses, interacting with the environment, and so on. If someone from the RealXtend community might be interested in participating as an SME, please contact me directly at tarmo.toikkanen ät aalto.fi with subject like CYPLE SME collaboration and I can give you more information. The project plan is still being molded, so you have the chance to affect what will be done. But certainly pedagogical understanding of really meaningful learning is an essential, and capabilities in producing virtual environments (design, graphics, implementation) are a valuable asset to have. Cheers! -- Tarmo Toikkanen http://legroup.aalto.fi -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
Fri 12 (Re: [realXtend] realXtend association annual meet)
closed the doodle now too, it showed Fri 12 as the only time that suited everyone who put an entry --- I have picked Friday, April 4, 2014 12:00 PM (Time zone: Helsinki) as final option(s) for the Doodle poll realXtend association members' meet. Follow this link to open the poll: http://doodle.com/3f4ww5uk2f9xdxuy -- Cheers, ~Toni On 24 Mar 2014, at 16:59, Toni Alatalo t...@playsign.net wrote: Looks like Fri as I commented in the doodle. Please come Antti! :) Lähetetty iPhonesta Antti Ilomäki antti.ilom...@gmail.com kirjoitti Mar 23, 2014 kello 11:42 PM: Was there an agreement on the meeting time? 2014-03-09 12:39 GMT+02:00 Toni Alatalo t...@playsign.net: Greetings - first the main point: let's have an official members' meeting for the realXtend association. As usual in assoc. annual meets the agenda is to agree on the main principles and select the board to execute the operations. I propose we'd meet in a bit over two weeks, first days of April - candidate times are in the doodle: http://doodle.com/3f4ww5uk2f9xdxuy . So please mark your interest to participate suitable times there! Some background: realXtend is organised so that people and companies developing and using the tech have the association as a tool to coordinate the collaboration and to propose development targets for the realXtend foundation. The association is open for anyone to join and much of the discussions are on these mailing lists and especially the IRC channel #realxtend-dev. The association does not have any money nor projects itself, it just is the collaboration talks and the actual dev on github etc. Earlier we had monthly live meets and now, during the FI-WARE EU project where most of the companies around realXtend participate (and get funded), we've had bi-weekly Oulu face-to-face technical meetings where often also generic realXtend tech dev targets have been agreed on. The foundation, on the other hand, exists to own and protect the name and fund selected development activities. Juha Hulkko is the chairman and City of Oulu is the other founder. Now the concrete need for the association to organise more formally is exactly to make a proposal for the foundation funding for this year. Also, in the tech meets and in fi-ware we only have the base tech platform parties (Admino, Ludocraft, Playsign, Cyberlightning, CIE) whereas for the development targets we need voices from the utilisation front: Spinningwire, Oulu3D, Evocons, UKI-Arkkitehdit, Finnpeda, Aalto Univ., Univ. Oulu's infra-project etc. who work directly with end customers and focus on applications only, don't dev the base techs directly at all. In this annual meet and following association board meets the focus is not on tech first but on business level needs. So please feel welcome. I propose to meet at the Mäkelininkatu 15 street level 'realxtend space' (it's a common lobby / kitchen / work space between Playsign's basement and Adminotech's upstairs :) where we've had also the fi-ware meets usually, with the option of having e.g. a Meshmoon meeting space open for notes and remote participants if needed. Last time we met virtually using reX techs and it worked great but is nice to have meatspace meets too. Cheers, ~Toni P.S. I'll post a status update of the Web clients soon (within days) to the realxtend.org blog. Short version is that the situation is great because they work: anyone can visit Meshmoon scenes using WebRocket on http://www.meshmoon.com, and anyone can dev realXtend i.e. multiuser 3d apps using WebTundra and host them anywhere on the Web using https://github.com/realXtend/WebTundra (the dev branch is made to a new release soon and recommended, https://github.com/realXtend/WebTundra/tree/dev) . Three.js, WebGL and browsers in general keep developing nicely (Chrome on Android has WebGL enabled by default, Internet Explorer has it in the new version etc). But more about that soon. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving
Re: [realXtend] realXtend association annual meet
Looks like Fri as I commented in the doodle. Please come Antti! :) Lähetetty iPhonesta Antti Ilomäki antti.ilom...@gmail.com kirjoitti Mar 23, 2014 kello 11:42 PM: Was there an agreement on the meeting time? 2014-03-09 12:39 GMT+02:00 Toni Alatalo t...@playsign.net: Greetings - first the main point: let's have an official members' meeting for the realXtend association. As usual in assoc. annual meets the agenda is to agree on the main principles and select the board to execute the operations. I propose we'd meet in a bit over two weeks, first days of April - candidate times are in the doodle: http://doodle.com/3f4ww5uk2f9xdxuy . So please mark your interest to participate suitable times there! Some background: realXtend is organised so that people and companies developing and using the tech have the association as a tool to coordinate the collaboration and to propose development targets for the realXtend foundation. The association is open for anyone to join and much of the discussions are on these mailing lists and especially the IRC channel #realxtend-dev. The association does not have any money nor projects itself, it just is the collaboration talks and the actual dev on github etc. Earlier we had monthly live meets and now, during the FI-WARE EU project where most of the companies around realXtend participate (and get funded), we've had bi-weekly Oulu face-to-face technical meetings where often also generic realXtend tech dev targets have been agreed on. The foundation, on the other hand, exists to own and protect the name and fund selected development activities. Juha Hulkko is the chairman and City of Oulu is the other founder. Now the concrete need for the association to organise more formally is exactly to make a proposal for the foundation funding for this year. Also, in the tech meets and in fi-ware we only have the base tech platform parties (Admino, Ludocraft, Playsign, Cyberlightning, CIE) whereas for the development targets we need voices from the utilisation front: Spinningwire, Oulu3D, Evocons, UKI-Arkkitehdit, Finnpeda, Aalto Univ., Univ. Oulu's infra-project etc. who work directly with end customers and focus on applications only, don't dev the base techs directly at all. In this annual meet and following association board meets the focus is not on tech first but on business level needs. So please feel welcome. I propose to meet at the Mäkelininkatu 15 street level 'realxtend space' (it's a common lobby / kitchen / work space between Playsign's basement and Adminotech's upstairs :) where we've had also the fi-ware meets usually, with the option of having e.g. a Meshmoon meeting space open for notes and remote participants if needed. Last time we met virtually using reX techs and it worked great but is nice to have meatspace meets too. Cheers, ~Toni P.S. I'll post a status update of the Web clients soon (within days) to the realxtend.org blog. Short version is that the situation is great because they work: anyone can visit Meshmoon scenes using WebRocket on http://www.meshmoon.com, and anyone can dev realXtend i.e. multiuser 3d apps using WebTundra and host them anywhere on the Web using https://github.com/realXtend/WebTundra (the dev branch is made to a new release soon and recommended, https://github.com/realXtend/WebTundra/tree/dev) . Three.js, WebGL and browsers in general keep developing nicely (Chrome on Android has WebGL enabled by default, Internet Explorer has it in the new version etc). But more about that soon. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[realXtend] realXtend association annual meet
Greetings - first the main point: let's have an official members' meeting for the realXtend association. As usual in assoc. annual meets the agenda is to agree on the main principles and select the board to execute the operations. I propose we'd meet in a bit over two weeks, first days of April - candidate times are in the doodle: http://doodle.com/3f4ww5uk2f9xdxuy . So please mark your interest to participate suitable times there! Some background: realXtend is organised so that people and companies developing and using the tech have the association as a tool to coordinate the collaboration and to propose development targets for the realXtend foundation. The association is open for anyone to join and much of the discussions are on these mailing lists and especially the IRC channel #realxtend-dev. The association does not have any money nor projects itself, it just is the collaboration talks and the actual dev on github etc. Earlier we had monthly live meets and now, during the FI-WARE EU project where most of the companies around realXtend participate (and get funded), we've had bi-weekly Oulu face-to-face technical meetings where often also generic realXtend tech dev targets have been agreed on. The foundation, on the other hand, exists to own and protect the name and fund selected development activities. Juha Hulkko is the chairman and City of Oulu is the other founder. Now the concrete need for the association to organise more formally is exactly to make a proposal for the foundation funding for this year. Also, in the tech meets and in fi-ware we only have the base tech platform parties (Admino, Ludocraft, Playsign, Cyberlightning, CIE) whereas for the development targets we need voices from the utilisation front: Spinningwire, Oulu3D, Evocons, UKI-Arkkitehdit, Finnpeda, Aalto Univ., Univ. Oulu's infra-project etc. who work directly with end customers and focus on applications only, don't dev the base techs directly at all. In this annual meet and following association board meets the focus is not on tech first but on business level needs. So please feel welcome. I propose to meet at the Mäkelininkatu 15 street level 'realxtend space' (it's a common lobby / kitchen / work space between Playsign's basement and Adminotech's upstairs :) where we've had also the fi-ware meets usually, with the option of having e.g. a Meshmoon meeting space open for notes and remote participants if needed. Last time we met virtually using reX techs and it worked great but is nice to have meatspace meets too. Cheers, ~Toni P.S. I'll post a status update of the Web clients soon (within days) to the realxtend.org blog. Short version is that the situation is great because they work: anyone can visit Meshmoon scenes using WebRocket on http://www.meshmoon.com, and anyone can dev realXtend i.e. multiuser 3d apps using WebTundra and host them anywhere on the Web using https://github.com/realXtend/WebTundra (the dev branch is made to a new release soon and recommended, https://github.com/realXtend/WebTundra/tree/dev) . Three.js, WebGL and browsers in general keep developing nicely (Chrome on Android has WebGL enabled by default, Internet Explorer has it in the new version etc). But more about that soon. -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.
[realXtend] off-topic: Playsign's Wizard Quest now in Appstore
Hi, and apologies for abusing the list for an off-topic shameless self promotion! I hope it is interesting enough :) Our first mobile game Wizard Quest is now finally available world-wide in the iOS Appstore, for a special $1 price as a part of the launch campaign. See the website for more info, including gameplay videos etc: http://www.managiant.com/ (Mana Giant is Playsign's daughter company for game publishing). It is a single player game (albeit with shared leaderboard) and 2d so does not utilize realXtend technologies currently. We are still planning on making the next version multiplayer (at least async, if not realtime (yet)) and looking forward to benefitting from the realXtend platform then. In fact as a part of the EU FI-WARE work we've made a minimal test game with the web client techs, a n-player Pong, which we use to verify that realXtend is fit for our arcade style action games. It is also documented as a tutorial for multiplayer game making, we'll get to publish that doc soon as it's now being reviewed by the EU project folks. So more info of that soon, for the impatient there's already a standalone single player + multiplayer peer-to-peer (with WebRTC) version on-line at http://playsign.tklapp.com:8000/PongThreeJS/Pong.html, video of that in https://www.youtube.com/watch?v=XR05_6kh5Dw and the codes in https://github.com/playsign/PongThreeJS (the port of the original proto to Tundra server WebTundra client is in the 'ec' branch there, we'll put a demo of that up once get a public Tundra server hosted suitably). In the meantime iOS device owners please do enjoy our epic puzzle wizard spell action! (we've also tested Android builds but those are not ready yet) Cheers, ~Toni -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
Re: [realXtend] Utilization of semantic data in realXtend
On Oct 18, 2013, at 3:20 PM, Jari Kahelin kahelin.j...@gmail.com wrote: I'm pretty new to realXtend and virtual world platforms generally. I started in a research project short time ago which relates to usage of semantic data in virtual world platforms. Reading through the realXtend documentation and testing the platform myself, it seems that there is not a way to add metadata to the objects nor reflect the relationships between the objects. In Tundra you can add arbitrary data to objects easily using the DynamicComponent component type, http://doc.meshmoon.com/doxygen/webrocket/classes/tundra.EC_DynamicComponent.html For a specific type of custom data you can also create a new EC type and define a static set of attributes for that. This is currently only possibly with C++ code but perhaps in the future we'll provide easier means for that too (like just declaring the type with a JSON declaration or via some JS API). Jari ~Toni -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] Blender gets funding for game authoring dev from Valve Steam Workshop (Fw: [Bf-committers] Valve Steam Workshop donations - 2 devs get hired)
Great news! Also for many realXtend users who use Blender to create. ~Toni From: Ton Roosendaal Sent: Wednesday, September 11, 2013 12:22 PM To: bf-blender developers Hi all, Thanks to the first Steam Workshop donation payment, we can now invest quality developer time for getting Blender work better in game creation pipelines. I'm happy to announce that Blender developers Dalai Felinto and Bastien Montagne have accepted a 6 month contract to work half-time on supporting game artists! Their contract will become effective this week. First thing Dalai and Bastien will do is investigate with artists out there (via Steam Workshop too) a nice priority list of topics to handle. This will be publicly reviewed in our many channels and become part of the weekly meetings in irc too. Valve expects that Steam Workshop is going to be earning us a sizeable share. We'll learn more about this during the next months though. But if this continues, more projects for developers can be funded this way. Main focus will be on good tools for game artists though, including features that benefit everyone well too. This also opens up an opportunity to realize a bigger project related to our Game Engine. That's something we'll discuss with the current GE team first though. Exciting times ahead! Many many thanks to Valve and to the Steam Workshop members who decided to support Blender Foundation this way! Also posted on code blog: http://code.blender.org/index.php/2013/09/valve-steam-workshop-donations-2-devs-get-hired/ -Ton- Ton Roosendaal - t...@blender.org - www.blender.org Chairman Blender Foundation - Producer Blender Institute Entrepotdok 57A - 1018AD Amsterdam - The Netherlands ___ Bf-committers mailing list bf-committ...@blender.org http://lists.blender.org/mailman/listinfo/bf-committers -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] Opensim conference: reX proposal load testing (Fwd: [Opensim-dev] OpenSimulator Community Conference Needs Participants for Grid Load Test 7/2/13 @ Noon PDT)
Hi, Opensimulator folks are organizing 1st community conference in early September, in-world on Opensimulator itself -- I find that's a great idea. I just submitted a proposal from a realXtend point of view, let's see whether they find it appropriate or not (i.e. whether it is about opensim or not): https://github.com/realXtend/doc/blob/master/opensim2013/submission.txt They organize a load test today for the grid where plan to host the conference - I'm gonna be on the night train to Helsinki so probably can't join but if some of you have a chance please do help them to get load.. Generic info about the conf is at http://conference.opensimulator.org/ Cheers, ~Toni -- Forwarded message -- From: Fleep Tuque fleep...@gmail.com Date: Mon, Jul 1, 2013 at 2:46 PM Subject: [Opensim-dev] OpenSimulator Community Conference Needs Participants for Grid Load Test 7/2/13 @ Noon PDT To: opensim-us...@lists.berlios.de, opensim-...@lists.berlios.de, Opensim Educators Mailing List educat...@list.opensim-edu.org Hi folks, We are planning a large-scale load test of the OpenSimulator Community Conference grid on Tuesday, July 2, 2013 at Noon PDT and we need members of the community to help push the conference grid to its limits to test the capacity and performance of the simulator software and hardware. Anyone interested in the conference or the OpenSimulator software is welcome to participate in the load test by making a jump from any other hypergrid enabled OpenSimulator grid. The focus of this load test will be fitting as many hypergrid participants on the keynote regions of the conference grid as possible. The OpenSimulator Community Conference grid is located in the 7000,7000 coordinate range, and the four keynote regions we’ll be testing are: cc.opensimulator.org:8002:Keynote 1 cc.opensimulator.org:8002:Keynote 2 cc.opensimulator.org:8002:Keynote 3 cc.opensimulator.org:8002:Keynote 4 If you find that the first region you try is full please use the next address on the list and so on. For the purposes of this load test, feel free to log in with multiple avatars, but please do not use bots, pcampbots, or other various libomv based viewers since we are trying to test the conference grid under conditions as close to the actual conference as possible. We recommend a Third Party Viewer that can support voice and mesh, such as Singularity, Firestorm, or Kokua. Instructions if you already have a Hypergrid enabled account If you already have an account on another OpenSimulator grid that is hypergrid enabled, here are the steps to participate in the load test on Tuesday: 1. Log into your account on your hypergrid enabled grid. 2. If necessary, navigate to a jump region that can reach a destination in the 7000,7000 coordinate range. OSGrid provides public jump regions for this purpose, see the list at http://www.osgrid.org/index.php/hypergrid. 3. Open your map and search for one of the following destination regions: cc.opensimulator.org:8002:Keynote 1 cc.opensimulator.org:8002:Keynote 2 cc.opensimulator.org:8002:Keynote 3 cc.opensimulator.org:8002:Keynote 4 4. The map search should locate the destination region on the map, then click the Teleport button. If you find that the first region you try is full please use the next address on the list and so on. Instructions if you need a Hypergrid enabled account If you don’t already have an account on another OpenSimulator grid that is hypergrid enabled, here are the steps to participate in the load test on Tuesday: 1. Create an account on OSGrid at http://www.osgrid.org/index.php/auth/register. 2. Download a TPV viewer supported by OSGrid from http://www.osgrid.org/index.php/downloads and log into your account. 3. Open your map and search for one of the following destination regions: cc.opensimulator.org:8002:Keynote 1 cc.opensimulator.org:8002:Keynote 2 cc.opensimulator.org:8002:Keynote 3 cc.opensimulator.org:8002:Keynote 4 4. The map search should locate the destination region on the map, then click the Teleport button. If you find that the first region you try is full please use the next address on the list and so on. Thanks in advance for your help and we look forward to seeing a big crowd on Tuesday! - Chris/Fleep Chris M. Collins (Avatar: Fleep Tuque) Vice President, AvaCon, Inc. 275 Winthrop Street PO Box 618 Rehoboth, MA 02769-1819 (774) 654-0010 i...@avacon.org http://avacon.org AvaCon, Inc. is a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. We hold conventions and meetings to promote educational and scientific inquiry into these spaces, and to support organized fan activities, including performances, lectures, art, music, machinima, and much more. Our primary goal is to connect and support the diverse communities and practitioners
[realXtend] a vw plat liking vote (Fw: [Opensim-users] Vote for OpenSim!)
I figure is only fair to inform about this here too From: Alan Miller Sent: Thursday, June 6, 2013 5:32 PM To: opensim-...@lists.berlios.de Cc: opensim-us...@lists.berlios.de @ immersive education : http://europe.immersiveeducation.org/poll Alan -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] visiting Northern California, a new article about Tundra API
Hi, I’m traveling now to visit Northern California, mainly to attend a Software Engineering conference in San Francisco (ICSE), so thought to mention it here in case someone lives in the area and would like to meet to discuss realXtend, VWs, networked games etc. Also, for more general interest, my article there is about the Tundra API, about a way to compare it regarding ease of development for networked games -- the final pre-print version is online now at https://github.com/realXtend/doc/raw/master/api_complexity/icsews13gas-preprint.pdf . Idea is to continue from that towards an enhanced API and/or toolset (e.g. a visual logic authoring tool, Ari Okkonen already presented one that he’d made recently) to improve ease of dev further. I will also visit Stanford to meet with the Sirikata folks there, probably on Monday afternoon. Just for a free form discussion about the state and dev plans around realXtend and Sirikata, there’s no tight agenda. There’s a time gap between the game dev workshop (http://2013.gasworkshop.org/) where I’m presenting on this Saturday and the main conference which begins next Wednesday so I have free time for example on Tuesday if someone would like to meet. Also this week before Sat or on Sunday suits well. Cheers, ~Toni BTW: although I certainly don’t mind the destination, this is a very unfortunate time to leave Oulu .. the spring is getting really nice in Northern Finland now, leaves just about to pop out in the trees and warm weather coming for the weekend *sigh* .. so those you get to stay, do enjoy! (it’s like summer but no mosquitos yet, the nights are pretty bright already too) -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] avatar sitting as an optimization (Fw: [Opensim-dev] Load test today)
Just for info about where the Opensimulator side is with regards to scalability and stability for meetings now, and this particular point about sitting as a way to optimize is I think very clever and something that we could apply with avatars on realXtend too, no? just disable physics when sitting disables movement. IIRC also with Tundra and rexmeshmoon AV apps physics has been a bottleneck. I think Opensim adopted this from SL. sitting-at-an-airportly yours, ~Toni From: Diva Canto Sent: Wednesday, May 15, 2013 2:34 AM To: opensim-...@lists.berlios.de Thanks everyone who came to the load test today. We hit 121 people (actual viewers) spread through 4 neighboring regions joined at a corner, running on the same server, with practically no chat lag and no sim crashes! People were chatting all the way through for 90 minutes. The goal of these tests is to find out how many people can fit in a virtual gathering scenario, so we ask everyone to sit down instead of running around. Sitting down not only captures the scenario well, but, technically speaking, the avatars are removed from physics, which makes the sims not have to work so hard. The test grid was running the latest code from the dev branch, with no additional improvements.There were a few quirks here and there; we'll be analyzing the logs in the next few days. We'll be making a few more of these load tests in the next few months. Next time, we'll announce it in advance and more widely. We would like to reach the 200 people mark soon! Diva ___ Opensim-dev mailing list opensim-...@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
[realXtend] FW: [Opensim-users] Opensim and accessibility by non-technical end users
Started thinking about this as one of the selling points of Naali was that it was a simple GUI / viewer to very basic SL-like / opensim func, and made for customizability (the same stuff that has lived on in Tundra since, i.e. you can make fully custom UIs in js/py etc.). And use of meshes and web things are solid in current Tundra (MOAP == Media On A Prim ~= EC_WebView and friends, EC_MediaPlayer (VLC in Tundra) etc.). Will think if will reply something -- also how that goes with SL viewers (those also use qt, dunno, perhaps some has customizable UI / simple clean code facilitating making UI mods nowadays .. am looking forward to learning in that thread). just for info for now, ~Toni From: Michel DENIS michel.m.de...@gmail.com Sent: March 20, 2013 7:41 PM To: opensim-us...@lists.berlios.de Subject: [Opensim-users] Opensim and accessibility by non-technical end users (cross-posted at a few places) Hello, We are setting up a server for enterprises and education, which will contain several models and applications, and will use both meshes and MOAP-based media and web entries. While advanced users (admin and build) would use powerfull traditional Viewers in their native forms, the choice of default Viewer(s) is not easy for non-technical users/visitors. These Viewer(s) should be: - simple and user-friendly, straightforward to understand, configure and use - modern in their look and manipulations What would/do you use in such case ? Thanks in advance for your feedback and advices, -michel ___ Opensim-users mailing list opensim-us...@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-users ).). -- -- http://groups.google.com/group/realxtend http://www.realxtend.org --- You received this message because you are subscribed to the Google Groups realXtend group. To unsubscribe from this group and stop receiving emails from it, send an email to realxtend+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out. Description: Binary data
RE: [realXtend] reX assoc board meet: focus on creation tools
A couple little hopefully clarifying points: I think what Peter meant with porting and Jonne with rewriting is the same thing.. taking ideas and implementing them on Tundra, i.e. porting to Tundra. Possibly abstract logic code could be reused within some functionality, for example in a camera animation math code or game AI logic rules or so. Benefits of Tundra being reportedly nicer arch and code structure, ECs vs. using inheritance hierarchies for the functionalities etc .. the core mechanics on which the features would be rewritten. It sure is encouraging and nice that an outside evaluator who has studied sources of both softwares makes that proposal About reX scope Tundra Core etc: certainly we are not changing the definition of Tundra core, fancy editors and asset libraries etc. are definitely not part of the core (as in the core APIs, ‘the purple box’, the non-optional parts of Tundra SDK) and at least if they are large or custom, not part of the SDK and the default distribution either. In an extreme case, if we’d decide to pursue a complex e.g. a one-click-app-creator within realXtend, it could well be e.g. a separate project with an own repo and all .. for example an optional Tundra plugin which could be bundled in some ‘creator release’, but which would not be necessary in a minimal end user client used to visit scenes. A port of Ogitor to be a Tundra plugin would certainly fit in this category I think, as a fork tracking the original Ogitor repo perhaps. I just want to keep it clear how realXtend assoc. activities and Tundra core SDK scope can be different things, it is up to us to decide where we think cooperation and some common public effort would be most useful. That said, in the meeting I found that shaders were one concrete content-centric topic which seems nice and simple, and which can help almost everyone to create more things easier. The current SuperShader and other bundled shaders for e.g. the parallel split shadows etc. are in all releases, are basically always assumed to be there, is ‘core’ in that sense (whereas technically they are more just arbitrary scene content) -- if there are clear needs for improvement in that department it could make a nice little project. Of course they don’t help anything alone, if no one knows how to create a new scene or app, but as one piece for the puzzle. One relieving point about shaders is that they are at least somewhat engine agnostic, AFAIK same GLSL can run in Ogre and WebGL and whatever other engine (well, at least when using opengl.. but that’s a different discussion). I’d like the creation focused track to continue as planned, with Ludo and Spinningwire/ENER etc. art folks gathering requirements for their professional work etc., and Admino informing about your needs. BTW Jonne it was originally Tommi from Admino who said that new content examples and something to help content creation would be the most important thing for reX now But definitely docs and tutorials etc. are so important, obviously related to ease of creation too, that must be top priority. I don’t know yet how to organize that work but I think will talk with Kari, perhaps he has ideas how to get some funded doc project going. Last year I tried to get some university folks at the dept. of information processing sciences (software engineering etc) who work with people in the informatics department (library etc folks on the humanist side) to do some reX document work but haven’t heard anything back. Perhaps useful for long term, but for a quick fix we need something simpler .. a little project for some company and/or just doing more tutos and docs in our free time. ~Toni From: Jonne Nauha Sent: January 9, 2013 11:11 PM To: realxtend@googlegroups.com Subject: Re: [realXtend] reX assoc board meet: focus on creation tools 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
RE: [realXtend] reX assoc board meet: focus on creation tools
Hi, just for info that I edited the notes from the meeting to be clearer, structured a bit and set headings for sections etc. - also added the note about focus on game dev which was discussed here. Separated background discussion etc. from actual decisions more clearly. ~Toni The full notes with some additional points are in https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] reX assoc board meet: focus on creation tools
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(?) years ago, though, got only some crash then, dunno about the status of dotscene vs. their own format there -- certainly worth a new look, it always has seemed like a good project. 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. Yes, I actually tested it for some reason last year a little and thought there were nice things, certainly also worth more study. Scripting / Logic authoring has been my pet peeve for long, and still kind of sold with the Scratch design for very simple things at least (for kids and non-programmers), and both Google Blockly and Waterbear would seem to allow it nicely for Tundra-JS. Do you have some things in specific in mind about Torque, does it cover everything a bit like Unity, dealing with assets etc? I'm recalling the game maker things with events and states and something for logic etc, hopefully have time for a study soon enough (or someone else has). ~Toni 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
Re: [realXtend] reX assoc board meet: focus on creation tools
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 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(?) years ago, though, got only some crash then, dunno about the status of dotscene vs. their own format there -- certainly worth a new look, it always has seemed like a good project. 3. It may
[realXtend] reX assoc board meet: focus on creation tools
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: interactive web view to server side Tundra rendering
On Oct 17, 2012, at 2:53 PM, Lasse Annola wrote: said was preferred and launched my apache web server. The server seems to work flawlessly but still no connection when using port 8886. Im now starting to wonder if the tundrahttphandler or (...) it runs the code cos i get the print inside init() in tundrahttphandler. I think this may be a firewall issue, as the server code runs, but does not answer http requests. Windows has firewalls by default -- I would test either adding Tundra that port to some whitelist there, or simply turning all firewalling off. One way to test without firewall safely is to disconnect from Internet first (unplug cable or turn off wlan), and then just use the box locally (accessing 127.0.0.1 i.e. localhost doesn't require external connectivity). And perhaps do 'run as admin' for good measure. Other possibility is that it is some crossplat issue, as I've tested this on Linux only now, but usually Python standard library things (this is built on asyncore which is there) work very reliably on all operating systems. I could test at least the httpserver part on windows to verify (it can be also ran without Tundra as a standalone py server so is easy to test). The old Tundra1 version of this worked well on win, but that was using a different lib for async http (circuits). Lasse ~Toni On Monday, 15 October 2012 13:27:54 UTC+3, Toni Alatalo wrote: On Oct 14, 2012, at 11:59 AM, Lasse Annola wrote: Ive got my worldwebview cloned with tundra and the screenshot_server variable is my local ip: 127.0.0.1:8886/renderimg. I don't know should i change that renderimg to something else but i That 'renderimg' should stay, it is the URL / http get command that the Tundra server has for rendering images (it gets the camera position orientation as parameters, and returns the URL of the resulting image). You can see the tundrahttphandler.py to see how it's implemented if want. figured its part of the servers functionality so didn't touch anything regarding that. I then copied that file into my apache htdocs folder to have it on my server. Then i changed from tundrahttphandler.py the clienthtml = open(xampp/htdocs/worldwebview.html), for it to find it. Now as i run http://127.0.0.1/worldwebview.html via chrome, it opens the file but ERROR + some placement variables come to the console on the left. I tried opening my firewall but it did not have any effect (trying this locally so it shouldnt anyway). I'm really running out of options here, ill continue by setting everything to default. Ah there seems to be a little confusion here: you don't need to copy any html to the Apache folder. The system works so that it is *Tundra* itself that replies to the first http requests, not Apache. This is why you access http://127.0.0.1:8886/client and not the default port -- that Tundra http handler listens to port 8886 by default. What you say above works if you have the 'xampp' folder inside your Tundra bin directory (which I suppose you don't). That is, the open() command is executed inside Tundra and it searches relative to the dir where you run Tundra.exe So you should do it like in the readme: So to make the default config work, just have your Tundra git clone and WorldWebView git clone side by side in the same directory. (so from tundra/bin/, ../../worldwebview/ is found). If you wan't to put worldwebview.html to some other place, you can just change that open() command use that absolute filepath. I see now that using the url '/client' can be confusing to access a file named worldwebview.html (that's what the code does: when Tundra is asked for 'client', it reads that html from the filesystem and returns it in the http reply). You can also test with http://127.0.0.1:8886/ -- that one does not need worldwebview.html (the smart client where you can move etc), but simply returns the current view from Tundra (creates a html which has img with src set to the apache-served image that it created). Apache (or any other web server for static files) is only used to transfer the images, after the call to Tundra has generated them (that 'renderimg' http handler does that). It would be also possible to have Tundra itself return the actual image data too, and the tundra1 version of this thing had that option too, but in practice it seemed that using a normal separate web server is better for that in actual production setups so I skipped that option now. Lasse ~Toni On Thursday, 4 October 2012 11:22:31 UTC+3, Toni Alatalo wrote: On Wed, 2012-10-03 at 08:13 -0700, Lasse Annola wrote: I would be interested in trying this, in case you have time to make an readme. Sure! There's first take: https://github.com/realXtend/worldwebview/#readme I think all the required steps for installation and configuration are covered there -- do ask if/when there's probs, and feel free to improve
Re: [realXtend] Re: interactive web view to server side Tundra rendering
On Oct 14, 2012, at 11:59 AM, Lasse Annola wrote: Ive got my worldwebview cloned with tundra and the screenshot_server variable is my local ip: 127.0.0.1:8886/renderimg. I don't know should i change that renderimg to something else but i That 'renderimg' should stay, it is the URL / http get command that the Tundra server has for rendering images (it gets the camera position orientation as parameters, and returns the URL of the resulting image). You can see the tundrahttphandler.py to see how it's implemented if want. figured its part of the servers functionality so didn't touch anything regarding that. I then copied that file into my apache htdocs folder to have it on my server. Then i changed from tundrahttphandler.py the clienthtml = open(xampp/htdocs/worldwebview.html), for it to find it. Now as i run http://127.0.0.1/worldwebview.html via chrome, it opens the file but ERROR + some placement variables come to the console on the left. I tried opening my firewall but it did not have any effect (trying this locally so it shouldnt anyway). I'm really running out of options here, ill continue by setting everything to default. Ah there seems to be a little confusion here: you don't need to copy any html to the Apache folder. The system works so that it is *Tundra* itself that replies to the first http requests, not Apache. This is why you access http://127.0.0.1:8886/client and not the default port -- that Tundra http handler listens to port 8886 by default. What you say above works if you have the 'xampp' folder inside your Tundra bin directory (which I suppose you don't). That is, the open() command is executed inside Tundra and it searches relative to the dir where you run Tundra.exe So you should do it like in the readme: So to make the default config work, just have your Tundra git clone and WorldWebView git clone side by side in the same directory. (so from tundra/bin/, ../../worldwebview/ is found). If you wan't to put worldwebview.html to some other place, you can just change that open() command use that absolute filepath. I see now that using the url '/client' can be confusing to access a file named worldwebview.html (that's what the code does: when Tundra is asked for 'client', it reads that html from the filesystem and returns it in the http reply). You can also test with http://127.0.0.1:8886/ -- that one does not need worldwebview.html (the smart client where you can move etc), but simply returns the current view from Tundra (creates a html which has img with src set to the apache-served image that it created). Apache (or any other web server for static files) is only used to transfer the images, after the call to Tundra has generated them (that 'renderimg' http handler does that). It would be also possible to have Tundra itself return the actual image data too, and the tundra1 version of this thing had that option too, but in practice it seemed that using a normal separate web server is better for that in actual production setups so I skipped that option now. Lasse ~Toni On Thursday, 4 October 2012 11:22:31 UTC+3, Toni Alatalo wrote: On Wed, 2012-10-03 at 08:13 -0700, Lasse Annola wrote: I would be interested in trying this, in case you have time to make an readme. Sure! There's first take: https://github.com/realXtend/worldwebview/#readme I think all the required steps for installation and configuration are covered there -- do ask if/when there's probs, and feel free to improve the docs too if want. You have been using the websocket support also, so hopefully already have a Tundra2 build with Python support, so all should be easy. Admino is interested in getting this to use in their hosting system, and they use windows servers, so we may need to update the windows deps for py too (also websocket support may be required by Admino hosting soon and that may also still require py support as well). Lasse ~Toni 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
Re: [realXtend] Re: Question regarding entity components and arrays of groups of properties
On Sep 29, 2012, at 2:01 AM, Peter C. wrote: 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. I also realized that difference, after had sent the quick mail with the ec_mesh materials list attribute. I'm not sure if we have that kind of structure anywhere yet, perhaps not. what Jonne posted used: dataComp.CreateAttribute(qvariantlist, materialList); I think you can be quite flexible with QVariantlists and qvariants in general, creating your data structure somehow. Also on JS side some scripts just put their complex data structures as json in string attributes, some custom app things. But I also understood that for a terrain system in Tundra and probably for defining the attributes properly anyway now is targeted with c++? There I suppose you want some typed things, perhaps implementing IAttribute, or just using some existing list types, hmhm. In IAttribute.cpp there is for example: template u32 AttributeAssetReference::TypeId() const { return cAttributeAssetReference; } template u32 AttributeAssetReferenceList::TypeId() const { return cAttributeAssetReferenceList; } https://github.com/realXtend/naali/blob/tundra2/src/Core/Scene/IAttribute.cpp#L71 i figure checking those things out will at least give some idea of the attribute biz, what kind of existing types there are (attributelist, qvariant, ..) and how they are defined. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Question regarding entity components and arrays of groups of properties
On Sep 26, 2012, at 9:08 PM, Peter C. wrote: I was wondering if anyone had any knowledge of how to implement a entity component with an array of groups of properties. I'm trying to implement an ogre terrain entity component, however in order to properly implement it, I need to implement an array that can be expanded as needed of groups of textures/materials. I was wondering if A. this functionality was possible in RealXtend, EC_Mesh has an array of materials in the attributes, in https://github.com/realXtend/naali/blob/tundra2/src/Core/OgreRenderingModule/EC_Mesh.h#L161 /// Mesh material asset reference list, material requests are handled automatically. Q_PROPERTY(AssetReferenceList meshMaterial READ getmeshMaterial WRITE setmeshMaterial); DEFINE_QPROPERTY_ATTRIBUTE(AssetReferenceList, meshMaterial); Peter ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] interactive web view to server side Tundra rendering
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
Re: [realXtend] Debian/testing compile fail.
On Sep 4, 2012, at 4:10 AM, glenalec wrote: Well, the Ubuntu compile seems to work - first run got it to the black-window-of-emptiness, which is the expected behavior without any actual world data. Plugging in my test world from my Windows install, everything came up on the graphical server window nicely! Great :) Not so good at home on Debian. First run compiled, but the binary segfaulted. Subsequent runs failed compile with: In file included from /usr/include/python3.2mu/Python.h:67:0, The Tundra Python module is not currently written nor adapted to Python 3, which is API incompatible with 2. from /scratch/naali-deps/install/include/PythonQtInstanceWrapper.h:45, from /scratch/naali-deps/install/include/PythonQt.h:46, Same is true for the PythonQt library (although I haven't searched if someone has ported it to 3). Python 2.6 and 2.7 (last in the 2 series, has gotten many backports from 3) are known to work. Also the whole Python module in Tundra is optional, you only need it if you need it :) (if you want to integrate to some authentication system / web backend or so in py, or use user databases from py otherwise, or use the (old) py written websockets server, or some py AI lib for your game/app etc). You can comment it out in the build script for the deps part, and then in CMakeLists.txt for the Tundra build itself. ~Toni from /scratch/naali/src/Application/PythonScriptModule/StableHeaders.h:10, from /scratch/naali/src/Application/PythonScriptModule/StableHeaders.cpp:3: /usr/include/python3.2mu/object.h:402:18: error: expected unqualified-id before ‘;’ token make[2]: *** [src/Application/PythonScriptModule/CMakeFiles/PythonScriptModule.dir/StableHeaders.o] Error 1 and a bunch of related fails around the same error. I am assuming this is an issue with Debian's current python3.2 source code, rather than with anything in ReX. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] problems exporting from Blender
On Sat, 2012-08-25 at 19:50 -0700, Peter C. wrote: 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 Probably you have a new version of Blender (2.63*) and an old version of blender2ogre which has not been adapted to work with the new mesh kernel 2.63 introduced (bmesh - current Blender really should be called 2.7 or something to notify the big change, compared to 2.62). This was discussed here in late June, in [realXtend] Belnder-Tundra integration https://groups.google.com/forum/?fromgroups=#! topic/realxtend/XyxZBnVWuXM 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. The old mesh api in Blender was just dropped so the old script simply fails to export any geometry. We dug an updated version from the Ogre forum back when encountered this -- it was there early on and worked well, so there should be no prob. http://www.ogre3d.org/forums/viewtopic.php?f=8t=61485start=525 links to this at the end and it states 2.63 support: blender2Ogre-0.5.7-preview1.rar http://www.ogre3d.org/forums/download/file.php?id=4095sid=64a791e6cf0e21f8631628ec216889e8 .. seemed that that was the latest version there. At one point I understood that Brett would have adopted that to blender2ogre upstream but haven't checked. Adminotech hired him earlier to write the exporter (when there was no Ogre export at all for the new Blender 2.5 series) but I was told recently that Brett is now busy with other things, possibly means that we'll start maintaining it from here In the meetings last week we, as in the association, proposed to use money liberated from me (university starts paying me part-time similarily as the foundation has done to take care of reX) to bugfixing (issue tracker cleanup) and maintenance and blender2ogre is within scope there (was my proposal). Adminotech made a good offer to do this work pretty cheaply (for non-profit price, as all foundation work) so situation with maintenance of these things should get better now. Peter ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Debian/testing compile fail.
On Sat, 2012-08-25 at 15:33 -0700, glenalec 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). Thanks indeed -- my situation is similar, have windows boxes for Tundra at the studio, but usually use Linux only at home (for work) and for quite long exclusively for Tundra dev actually (on Ubuntu). One remark: there's a bit of queue of pull requests, and at least I'll be very busy working towards an article deadline next week, so is possible that testing linux build things takes a while (though there are many at chiru.cie.fi etc. who build Tundra on Linux daily who may check that out). My point finally: It can be helpful if you don't wait for the mainline, but just pull from Peter directly to your copy. It is quite easy with git. It can help with the review of the pull request if you can also comment on how it worked. Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: an overview: webgl based creation tools
On Aug 18, 2012, at 10:55 PM, Peter C. wrote: Alright, fair enough, I know the feeling about open source and having real life to attend to. A clarification here: realXtend is very much real life for many of us here, as in the full time job that we attend to. Adminotech bases it's whole business on and realXtend, providing Tundra hosting and application development (and later possibly adds browser based views to the worlds too). It is the sole business of the company and they have several employees etc. Also CyberLightning (Jani Pirkola's company) is building a business on realXtend, their current first products CyberSlide and CyberTeam are customized Tundra installs with proprietary additions. Ludocraft also has products and delivers customer solutions using Tundra, although other technologies too. Spinningwire in Germany, whose project the Berlin Gallery Weekend project was, is also building a business on realXtend (so far mostly Tundra but with good experience from Lehto now too -- they don't do games that much but art and collaboration spaces where it may be a good fit too). The guys working in the research project chiru.cie.fi (some 6 devs or so) work fulltime, doing research by implementing things in Tundra and WebNaali. But yes the open source part shows in the public offering -- no one is selling the realXtend platform itself as a business, as a tool for developers, so marketing and documenting on that side is weak. Adminotech, targeting hosting business, does this in a way, and there is actually nice Tundra developer documentation coming to the web by them soon (Jonne gave a little pre-peek of the work-in-progress site). Anyhow this dilemma is something we'll certainly discuss in the Mon (assocication) and Wed (foundation) meetings. I'm currently planning out an open source project, and the reason I asked was I was worried that Tundra was going to go web client centric (which would kill it's usefulness to the project I'm Right -- so that is definitely not happening. planning). Regarding QT and Ogre; some of the Ogre GSOC projects look really interesting (especially involving terrain), and I really hope they get merged in to at least a branch of the Safe Ogre soon, or better yet that Safe Ogre pushes a merge request with main Ogre for the stability fixes. Yep, I think we'll manage ok there. The safe-no-crashes branch has no feature related changes so merging is AFAIK easy enough, I hope both ways. As for QT, while it's nice for applications and as a framework, it's really not high enough performance for games. It never really was intended as a game GUI, so personally I would suggest another toolkit on performance grounds, but that's another discussion. Right now I'm preparing for the coming school semester and working on getting my bearings with this open source work I'm doing. As your later post pointed out, the problem is not Qt and with this regard GUI, but you probably meant the C++ - Javascript interfacing of qtscript. One quite straightforward way to speed that up for core things such as moving objects around etc. *might* be to wrap the related c++ classes statically, instead of using the current automatic fully dynamic system (without any wrapper code). I mean how qt itself is wrapped with compiled c++ wrapper classes in qtscript libraries, as opposed to using the qt properties slots mechanism for the JS access. I don't remember if we talked with Jukka already if this could work, but anyhow it's simple to test as the qt bindings made that way are always there in Tundra. If that would not help, I figure we should just resort to some normal direct binding method (for example just write V8 bindings by hand or with some binding generator tool, haven't studied this recently). The automatic qtscript mechanism is very nice though for the non-performance-critical parts. For GUIs btw there is now an alternative way of using Ogre surfaces directly, also from scripts, for performance reasons (drawing animated GUis from Qt to Ogre in Tundra is IIRC still slow too). Jukka made that last spring or so, I don't unfortunately recall now whether there's an example somewhere. Thanks for the feedback and information -- it is very important for us to know about needs and perceptions from out there! Peter ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] C.A.V.E. ?
On Jul 25, 2012, at 4:45 AM, Lord wrote: Where can I find information about what C.A.V.E. does in the Tundra2 Viewer and what it is used for ? It is for having multiple displays, for example projections on each wall for complete visual immersion as in a typical CAVE -- wikipedia seems to have a nice basic photo from one such room in http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment The Tundra module for that gives multiple view directions from the same scene, has presets / basic settings for common display setups for e.g. 3 displays etc. Is fun to try even with just a single display, they are just new Ogre3d rendering windows basically. Is implemented as an optional module, in CAVEStereo plugin. Do try it out -- is in use by others succesfully, and is easily fun enough to test for example just with two monitors etc :) ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Belnder-Tundra integration
Jonne Nauha jo...@adminotech.com kirjoitti Jun 29, 2012 kello 4:37 PM: I think those issues were only in the initial windows full build script as it had qt 4.8. The py deps should build ok now that we reverted to 4.7.4. Just Ah - I still thought that would need to rebuild the deps against new qt etc. The real problem is that the py module has no active maintainer. Toni (the inactive maintainer :) said he will fix the deps build 2-3 months ago, I guess he is busy. I did get to work on it on a couple of days recently - enough to get a Windows Tundra dev running. I don't usually dev Tundra on Win so the old setups were outdated, also wanted to test the new scripts. Had some prob then with fullbuild which have still been unable to solve, doesn't compile iirc. I did get a working build with your new prebuilt deps using script. But releases are made with the full build one, so for that should get it working there I suppose - right? The deps and module is enabled and working in the linux build script, its incomplete only in the windows script. Yep, and we've been using Py for server side things mostly with Tundra recently and haven't needed Win there so hasn't been a prob in WebNaali tests etc. I heard that mopo/chiru at the uni are using py for some app things too, though - don't know how much for client/server sides (I heard a XMPP chat gui was written in py there). I'm not sure if we want to include py in standard Tundra client downloads as those seem to be big (on win) even without it. On Linux (usually) and Mac (always) perhaps less an issue as the OS already comes with it (including the standard lib which we've bundling for Win) -Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Belnder-Tundra integration
On Thu, 2012-06-28 at 00:56 +0300, Jonne Nauha wrote: You should post issues to the page there if you have problems with the plugin. We know the guy who devs that in his free time and sometimes I think it is ok also to discuss it here -- it is one of the tools we kind of support for Tundra authoring, and the only one which we can offer for free for anyone to try (and improve on etc, customize for their world building needs even) so it kind of completes realXtend as an open source 3d app / VW platform. Sure the blender2ogre issue tracker etc is the correct one for it, I just mean that figure that this is an ok place for reX/Tundra related talks about it. And the direct TXML export etc. that the 'magic button' :) does is Tundra specific, not generic Ogre. don't have direct involvement in the development, so we can't do bug fixes/features to it. Though there are people here that know how to use it so we can probably help out here as well. For me the setup has We can (and have) but yep anyhow Brett created it and has been doing a good job upgrading enhancing it usually, also great tutorial videos etc. One issue we've encountered recently (a user complained) was that current blender2ogre didn't work with new Blender (which introduced a new mesh kernel, bmesh, and some subsequent api changes in 2.6.3) -- there was already an upgrade on the Ogre forum and that worked fine for us (we tested with Rauli a couple of weeks back and tried to help the user the update his script). Dunno if Brett has taken a look at that yet. We can also help, maintaining the exporter is actually among the covered possible tasks for the work me and Jukka do with the reX foundation funding (but not lots and there's a huge amount of other work so is definitely great if Brett or someone can do it). always been really easy and I've got it to work 100% of the time when I have followed the install instructions carefully. Have you also been using the direct 'run Tundra' button, or just doing the TXML export and launching Tundra manually then? IIRC the script tries to guess the Tundra location somehow, but if it fails, the instructions cover how to set the path for it. The live connection to then move objects, trigger animations etc. requires a bit more and doesn't work out of the box on Windows releases now as Tundra doesn't bundle Python anymore/currently in those installers. The button should still work to do the TXML export + Tundra preview launching nicely, though. Just needs to have the path, I don't think the relevant command line arguments have changed in Tundra recently. It's really quite nice to be able to open any blend, and just press a single button to get it show in Tundra. I've so far only used it on Linux myself, and that's what Brett used to dev it too. Others (MasterJ?) did configure it on windows, Brett was helping I think here then. Jonne Nauha ~Toni BTW the bconf demo that was referred is on the realxtend.org site / youtube, so it would have been possible for also Jonne to know what i showed :) On Thu, Jun 28, 2012 at 12:43 AM, Bill gfxg...@gmail.com wrote: I've tried it a couple times and was unable to get it to work correctly. On Wed, Jun 27, 2012 at 5:39 PM, Jonne Nauha jo...@adminotech.com wrote: I'm not sure what Toni has shown so hard to say, maybe he can answer more on that :) Anyways the thing most people use with Tundra is blender2ogre http://code.google.com/p/blender2ogre/ blender plugin. There seems to be a nice install wiki page there and all the relevant info how to get it going. If you need help with Tundra itself, you can post your questions here as the doxygen pages that have most of the help for people are still not up (after our web page meltdown that we are trying to recover from :) Best regards, Jonne Nauha Adminotech developer On Thu, Jun 28, 2012 at 12:01 AM, Tom Bomfim haylt...@gmail.com wrote: Does anyone have a step by step how to install the plugin for Blender-Tundra (win and Mac if possible) with that magic button that Toni has shown in the bconf 2011? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com
Re: [realXtend] Re: Growing support for OpenSim compatible viewer.
On Jun 6, 2012, at 7:03 AM, Lord wrote: to make the hybrid viewer ? Another thing I have been thinking about was that it seemed that Ogre would be incompatible with OpenSim and wondering why it wasn't a module instead of part of the core, so that it could be more easily switched in or out as needed and to keep everything as small and fast as possible ? Ogre isn't really incompatible with OpenSim -- Naali (~old version of Tundra) itself demonstrates that, for example this screenshot from osgrid shows a primboard in Naali 0.1, https://www.dropbox.com/gallery/1002746/1/naali?h=d9f90e#gallery:12 It is just that it doesn't do batching automagically, so for efficient rendering of large prim builds (say a house with staircases etc resulting in 2000 prims) the prim support with Ogre would need to be implemented so that nearby prims using the same materials are combined to single objects etc. Lasse (the dev from Ludocraft who wrote Naali's (and hence Tundra's) rendering module made a plan for that back then, was iirc 1-3 man months work. The same technique would work also for user created content made with meshes, is not specific to prims only. I guess an alternative would be to implement prim rendering with some kind of special prim rendering code. And the rendering with Ogre is in a module, just that for simplicity the Ogre types are used also in scene core currently. That may change depending on how well Ogre suits all the needs in the future, for example how it runs on current mobile devices etc. Ogre itself is quite small and very modular (the main dll is some 300kb iirc? then scene managers, directx/opengl etc renderers and for example particles are optional plugins) so it is often not a problem. ~Toni On Monday, April 30, 2012 9:58:50 AM UTC-4, ATupper wrote: To me it would seem that the optimal solution would be a project loosely coupled with both of the development teams for ReX and Opensim. This breed of Tundra-based Opensim viewer does show a substantial amount of promise, but it would really need a dedicated team to dig in and suss out all of the inevitable roadblocks without diverting resources away from either of the core teams. This might be the place for a for-profit venture to step in to take up the flag of doing the heavy grunt work to get a implementation cranked out and released into the wild. Such a venture would have to develop the viewer with its' release as open-source as a given and build a business model around leveraging services around it. While we're tossing around blue-sky concepts for a hybrid, I'd like to point out a big advantage of not hard-coding the viewer UI is the ability to experiment with radically different layouts (Ilan touched on this tangentially). One of my longest running soapbox rants is that for new adopters of Opensim/SL, the viewer is too complicated and loaded with functionality that they don't want or need. It's much like giving an industrial-grade smelter to someone who just wants an EZ-Bake oven. There are of course plenty of people who do want and need the advanced functionality, but those people are very rarely the ones who are trying out the platform for the first time. By not hardcoding the UI, there's a lot more freedom to experiment with a simplified experience that will help draw in new users. Theoretically, if we can make it easier for new users to have positive experiences with both Opensim and ReX, it will lead to a positive feedback loop. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Reminder: realXtend ANNUAL MEETING 29.5.2012
On Jun 3, 2012, at 7:21 PM, Lord wrote: Will their be a summary or minutes of the Annual Meeting posted ? Yes, Elina took notes and said that she'll post -- I suppose shortly. There was nothing dramatic, but some good discussion. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Reminder: realXtend ANNUAL MEETING 29.5.2012
On May 28, 2012, at 11:48 AM, Elina Rosenlund wrote: realXtend Annual Meeting will take place on Tuesday 29th of May at 10:00 EET on RMP. Please find attached the agenda for the meeting. The annual meeting will be led by Jani Pirkola, realXtend chairman of the board. Some material for the meeting, and in general too: 1. definition of realXtend -- revised from the draft I posted for review here earlier this spring ('about2'), thank you for the comments that came in via the Wordpress system! http://realxtend.wordpress.com/about/ 2. realXtend technology platform roadmap for years 2012-2013. NOTE: the tasks and schedules are tentative, we don't currently have substantial funding for new feature and platform developments, but do have something so some things will be worked on in any case. Funding folks are working to get projects that could include bigger platform dev efforts too, we'll see how that goes later. Possible other means, for example something crowdsourcing style, we could discuss in the meeting or here otherwise. Mainly this document is a strategy, identified and agreed on areas of work. With a limited focus, though, as mainly discusses reaching mobile devices etc. basic runtime platform topics, and not much features or e.g. creation tools which could be projects on their own. http://dl.dropbox.com/u/3157753/rex/RexRoadmap.odt We could webify at least parts of that plan somehow, perhaps with getsatisfaction or basecamp or some such, or just the current github issues milestones system for small technical tasks. to go in RMP, connect first to login web page. A note about RMP: there was some technical problems with the scene until yesterday evening, something was causing crashes -- we unfortunately could not nail down the problem yet. Now it works, however, as the guys restored it to a stable version from backups. I also now removed Hydrax and SkyX's volumetric clouds from there so that it's not so heavy. If it does not work for someone with Tundra, it is also possible to use a standalone Mumble client to join in the same voice session -- Jonne or someone from Adminotech (also RMP is in their hosting) can hopefully give the details (murmur server address, login information, the voice channel id) in case. We are in IRC also (#realxtend on freenode) so please tell there if you need this option. ~Toni 1- in the login page ,download the latest tundra version for Mac or PC 2- back in the Realxtend login page choose a ,name with out spaces 3- In select Scene, choose realxtend-RMP 4- click on one of the three avatar the Tundra client should then starts Best regards, Elina Rosenlund Marketing Executive Cyberlightning Ltd. tel.+358 102712130 mobile. +358 505955730 email. elina.rosenl...@cyberlightning.com Enrich Your Presentations! Buy CyberSlide Now for $179 - www.cybersli.de www.cyberlightning.com -- http://groups.google.com/group/realxtend http://www.realxtend.organnualmeeting2012_AGENDA.docx -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Reminder: realXtend ANNUAL MEETING 29.5.2012
On May 29, 2012, at 9:09 AM, Toni Alatalo wrote: 2. realXtend technology platform roadmap for years 2012-2013. NOTE: the tasks and schedules are tentative, we don't currently have substantial funding for new feature and platform developments, but do ... http://dl.dropbox.com/u/3157753/rex/RexRoadmap.odt Converted to PDF too: http://dl.dropbox.com/u/3157753/rex/RexRoadmap.pdf . ~Toni same. 1- in the login page ,download the latest tundra version for Mac or PC 2- back in the Realxtend login page choose a ,name with out spaces 3- In select Scene, choose realxtend-RMP 4- click on one of the three avatar the Tundra client should then starts Best regards, Elina Rosenlund Marketing Executive Cyberlightning Ltd. tel.+358 102712130 mobile. +358 505955730 email. elina.rosenl...@cyberlightning.com Enrich Your Presentations! Buy CyberSlide Now for $179 - www.cybersli.de www.cyberlightning.com -- http://groups.google.com/group/realxtend http://www.realxtend.organnualmeeting2012_AGENDA.docx -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] realxtend.org server is down.
On May 23, 2012, at 1:39 PM, Jarkko Vatjus-Anttila wrote: Jani is back, but he does not have the server admin access. I thought he did. Maybe Jani can still check what might be wrong in the DNS records, if this is not the server based issue at all. I have an account to the server, and Tommi does too, but it doesn't respond. I think it is just crashed / stalled. DNS returns this for me and it looks correct (as in seems familiar, I think it used to be online with that ip: 109.204.228.11) So does not seem like a DNS issue to me. Otherwise I've no way access that box, that has been behind Tommi somehow and is perhaps the same folks and place (and even machine?-) where you have the chiru servers? (Nokia Tampere) - j ~Toni On Mon, May 21, 2012 at 4:05 PM, Jonne Nauha jo...@adminotech.com wrote: I guess Tommi was right then in suspecting its the DNS :) That is where realxtend.org should redirect afaik, and if its up... I heard from Jarkko that Jani will be around tomorrow, hopefully he can sort it out asap. Best regards, Jonne Nauha Adminotech developer On Mon, May 21, 2012 at 3:55 PM, Antti Ilomäki antti.ilom...@gmail.com wrote: Also note that http://realxtend.wordpress.com/ still works. 2012/5/20 jukka.jyla...@ludocraft.com: The web server http://www.realxtend.org/ seems to be down. We are aware of the situation and are trying to contact the relevant web admin people to investigate the issue. (realXtend itself did not disappear anywhere ;) Jukka -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] realxtend.org server is down.
On Wed, 2012-05-23 at 13:45 +0300, Toni Alatalo wrote: Maybe Jani can still check what might be wrong in the DNS records, if this is not the server based issue at all. Now I think I know what Tommi meant with Jani DNS confs: simply change realxtend.org to point to the wordpress blog, perhaps by making wordpress.com itself host the domain or whatever. To just forget the old box that we don't have direct access to and which is unreliable now. The current realxtend.org server doesn't have any critical data -- most important thing it serves now is the Tundra API docs (doxygen), but that is just autogenerated from a Tundra git clone and we can set it up to some new place. Also there is a SVN checkout of Chesapeake Bay and other scenes for having them on the web, but again no original data but just checkouts. Jani registered the domain originally and has hence supposedly has the account etc. info needed to configure it. Right? ~Toni same. On Mon, May 21, 2012 at 4:05 PM, Jonne Nauha jo...@adminotech.com wrote: I guess Tommi was right then in suspecting its the DNS :) That is where realxtend.org should redirect afaik, and if its up... I heard from Jarkko that Jani will be around tomorrow, hopefully he can sort it out asap. Best regards, Jonne Nauha Adminotech developer On Mon, May 21, 2012 at 3:55 PM, Antti Ilomäki antti.ilom...@gmail.com wrote: Also note that http://realxtend.wordpress.com/ still works. 2012/5/20 jukka.jyla...@ludocraft.com: The web server http://www.realxtend.org/ seems to be down. We are aware of the situation and are trying to contact the relevant web admin people to investigate the issue. (realXtend itself did not disappear anywhere ;) Jukka -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Notes from May dev meet
Hi, we meet monthly with parties doing realXtend development. To talk about work done and coming to next release, and to design how upcoming new things should be made. This is for organizations doing actual code contributions -- make enough pull requests and you'll get invited :) The community meetings that Fred organizes inworld are open for anyone -- at least I will be participating there in the future from the dev side, if there are code questions etc, and we are available almost all the time on freenode irc #realxtend-dev for questions and open talks. We'll be posting notes from the core dev meets -- here are the main points that we discussed with Jukka (Ludocraft realXtend association), Jonne (Adminotech) and Jarkko (CIE / Chiru project) yesterday: New things for next Tundra release: * Adminotech made substantial improvements to Tundra in the Berlin Gallery Weekend project. All those are in the realXtend Tundra repo now (merged via pull requests) already. Highlights: - Voice: fixes to the new Mumble plugin which was recently rewritten from scratch, reusing much of the code from the normal standalone Mumble client. Is reliable and gives good quality voice now (basically same as Mumble normally). Is also compatible with other Mumble clients, which now exist for at least iOS (iPhone iPad) too -- so participating in same voice conferences with Tundra and iPhone works now! - Mac improvements -- Windows and OSX versions are equally well supported now (in the current Admino builds and hopefully in next realXtend release too). For example dealing with the now very common low end graphics cards in e.g. Macbook airs needed care. * Ludocraft has made a lot of bugfixes and improvements. Also a new Entity-Component: GraphicsViewCanvas, to put 2d GUI to 3d objects as textures, so that the drawing is efficient and mouse input events work. Earlier EC WidgetCanvas component has allowed the same, but with a heavier drawing mechanism and without input support. * cie.fi's Chiru project has reorganized their Tundra codes so that instead of a modified Tundra repo that has both core changes + Chiru's modules, there is now a separate chiru add-ons repository for the optional plugins which work on unmodified realXtend Tundra core too. Jarkko can tell at some point about the highlights there. We at Playsign had our hands full with the alternative Flash client + XMPP backend virtual world system for the Berlin event, discussed in other posts. We've been now doing long term roadmap planning with all the companies where consider the alternative techs etc., that's still going on -- plans start to come online early next week, will post about that separately. On-going development work: * Chiru is continuing with the Asset Import module (using the assimp library), which they already had working for COLLADA and .blend scene loading with Tundra1 last year. One guy is porting it now first to Tundra2 as is, and will then refactor it so that it fits the core and the asset api etc. nicely. Many file types supported by assimp are bundles which include many assets -- for example a Collada file can optionally contain a library of meshes, materials, even texture bitmap data, and possibly a full scene hierarchy with parenting etc. We can add support to importing such scene files similarily to how Ogre .scene files are imported now. Also the plan is to support referring to assets in such bundles, for example a mesh reference like: mycollada.dae#chair * Chiru is also testing interest management / network messaging priorization, to support large scenes with a lot of moving objects (idea is to use a similar technique that Sirikata does, prioritize messages based on distance or view angle) In the companies we typically go where projects take us -- I understood that for Adminotech and Ludocraft it is not known yet what core improvements or new functionality would be coming next. Admino is at least working on their hosting backend anyway. With Playsign we have some teaching sessions soon where have planned on using the Chesapeake Bay scene scripts, and I also promised to visit the Boston Immersive Education summit to present it, so we'll continue with the Tundra2 port of that (some of the animal walk paths code work now but not all, hopefully we can get the games working too soon enough). The long term roadmapping work was requested by the realXtend foundation board -- there we basically identify possible bigger development targets, for which the foundation guys said that even substantial funding could be possible via some development programs etc. A major topic there is running on current mobile platforms, iOS and Android etc. Do ask if have any questions about status of things and what is going on. Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Virtual Berlin Gallery Weekend
On May 9, 2012, at 2:49 AM, Lord wrote: I, for one, was pleasantly surprised at how well the browser based viewer worked..although I didn't quite understand the eyeballs thing. The eyeball is just a mesh+texture for the avatar that the customer thought that might be nice :) It does fit the tech/config where the movements are largely automatic, e.g. the autofly from a picture to another -- an animated human avatar with legs would have been more work to make look ok for such autowalks (I think still quite easily doable for ok non-perfect level). Also one dilemma is that we wanted to show the avatars in front of the art pieces that they are looking at, so that everyone can see who else is looking at the same piece. But we also wanted that the viewing angle is direct, to not obstruct the view of the art pic itself. This means that full-sized human avatars would block the view. Options are to make the human dwarfs, or scale up the gallery so that it looks like it's for giants -- or this kind of smaller non-human avatars which don't block the view. BTW you can click on the art pic you are at to zoom close to it and get a clear view -- it hides the UI and the avatars, and the textures are 2k also in the Flash version so should be ok quality to view. About tablets -- there's a quite common missunderstandin there: the Flash tech does run on iOS and Android phones and tablets, in fact we have been testing this same gallery application on iPhone and iPad. It just called Adobe AIR in that case, and gives installable apps instead of loading with a browser like with desktop OSes. One idea is to make little a generic realXtend open source demo using the tech from that project, we could perhaps put that app then to appstore etc. too so that people will try also with phones tablets. Thanks for testing and reporting! ~Toni On Monday, May 7, 2012 5:05:39 AM UTC-4, antont wrote: Is publicly open for anyone to visit, more info in http://realxtend.wordpress.com/2012/05/07/51-exhibitions-in-berlin-and-realxtend/ Direct link to login buttons -- both Tundra and the browser based version: http://vgwb.spinningwire.com/ Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Virtual Berlin Gallery Weekend
On May 9, 2012, at 3:58 AM, Jonne Nauha wrote: and the data that populated the scene with the actual Tundra world. Connecting to a Tundra server is quite easily doable though, as that flash thing can do (afaik) raw UDP connections. It was just no in scope of this particular project to implement the protocol etc. to the flash one. Playsign (who made the browser part) have already done webgl clients that connected to an actual Tundra server via websockets and have avatars mixed in with full Tundra clients in the scene. Hopefully I'm not talking too much out of my ass here, Toni can correct me if I misspoke :) Yep that is correct, that gallery client doesn't connect to Tundra. The earlier WebGL+WebSockets one does, and we also made a similar test/demo with Flash with TCP (Flash clients connects to a similar Python module running in Tundra than the websocket one, just uses normal TCP for simple JSON messaging) in the research phase in December/January. UDP and kNet for native Tundra connections would be possible but is not implemented. In the gallery thing we use XMPP for all the networking, which I find very interesting in general as a possible Internet scale virtual worlds backend, perhaps nice to use with Tundra too. Gives authentication, federation, is also used by gtalk and facebook chat, has simple way to have avatar info in the profiles etc. And presence info, ready queries for how many people are on which room/server etc. Is extensible and supports additional communication channels, so to e.g. put up a big grid like setup of Tundra worlds could be setup with XMPP so that the Tundra and Mumble etc. connection addresses would be given from the XMPP world info. In this particular case it allowed scaling well, as was easy to create 51 sub-scenes with their own communication channels for the movement messages .. on a robust mature production quality server (ejabberd) with an already existing client side network library (XIFF is XMPP for Flash/AIR) and for the supporting Python bots that run on the server side etc. Is easy to scale by putting up more erlang or xmpp nodes etc. We tested that 30people * 50galleries = 1500 client connections was still ok for a single small server, thanks to the lazy messaging (same avatar/messaging design might allow even much more with the optimized messaging in Tundra), and the robustness of ejabberd. One way to integrate the two implementations would be to make the Tundra *server* connect to XMPP as well (either with Qt XMPP C++ lib + JS logic or with Python XMPP libs) to get the presence info of the Flash clients so it could then use some lightweight means to have those eyeballs live in the Tundra scene as well. Or perhaps better a server side headless Tundra client which does the relaying so the messaging to the Tundra server would be already optimized. Let's see if we get to try that at some point :) Jonne Nauha ~Toni On Wed, May 9, 2012 at 2:49 AM, Lord lords...@gmail.com wrote: Ener Hax of iLiveSL and Sim On A Stick fame did a small write-up about experiencing this : http://iliveisl.com/pseudo-3d-art-exhibit/ I, for one, was pleasantly surprised at how well the browser based viewer worked..although I didn't quite understand the eyeballs thing. On Monday, May 7, 2012 5:05:39 AM UTC-4, antont wrote: Is publicly open for anyone to visit, more info in http://realxtend.wordpress.com/2012/05/07/51-exhibitions-in-berlin-and-realxtend/ Direct link to login buttons -- both Tundra and the browser based version: http://vgwb.spinningwire.com/ Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Virtual Berlin Gallery Weekend
Is publicly open for anyone to visit, more info in http://realxtend.wordpress.com/2012/05/07/51-exhibitions-in-berlin-and-realxtend/ Direct link to login buttons -- both Tundra and the browser based version: http://vgwb.spinningwire.com/ Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Is it still possible to get the under the waves demo on any archive?
On May 1, 2012, at 7:26 PM, RexDilettant wrote: Anyone know how to get a copy? For a fully working thing, you need the old rexserver download + the rexviewer from that time. I think it was included and working in the rexserver 0.4 download, which is hopefully available via some archives. Ah they were SourceForge projects, so the server downloads are at http://sourceforge.net/projects/realxtendserver/files/realxtendserver/ and http://sourceforge.net/projects/realxtendviewer/files/realxtendviewer/0.42/ .. the direct file for what I think is the best version of the server for BTW, http://sourceforge.net/projects/realxtendserver/files/realxtendserver/realxtendserver-0.4/realxtendserver_0.4.zip/download A current port of the static contents, saved using Naali from opensim+modrex (rexserver 0.5, where Beneath The Waves worked quite ok but not fully), and then converted to current Tundra format with a Python script, is on-line in http://www.realxtend.org/world/BeneathTheWaves/ (the txml+assets, you can start a local server from there: Tundra.exe --file http://www.realxtend.org/world/BeneathTheWaves/BeneathTheWaves.txml) I made a quite nicely looking limited version for current Tundra 2 last autumn, can put that on-line too (it has the insides of the dome pretty correct, and then what you see from there .. but the other areas have errors due to non-perfect conversion.) The Tundra versions don't have any code, just the meshes+textures and the scene. On the other hand, the new Chesapeake Bay has basic fish etc. movement scripts. Might be fun to use those for the Coral fishes too, get some life to BTW on Tundra .. or why not port the whole thing with the game and all, if/when someone has time :) Emerald ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Mumble record voice
On Apr 27, 2012, at 12:58 AM, Carlos wrote: I'm trying to record the voice of a mumble conversation with javascript code. I was seeing MumbleApplication.js and Mumble scene but I don´t find a Record function like mumble native client. Furthermore the mumble client converts recorded audio to different formats. I would need flac format. Is possible? Do you need to record from Tundra? Is also possible to connect to the same server with the standalone Mumble client and use that to record. Possibly the non-gui library version of Mumble used with Tundra now (Jonne ported the audio code over from the mumble client to a lib) doesn't have recording code now. Carlos ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Synchronization in clients in Tundra
On Apr 25, 2012, at 10:35 AM, Vaibhav Vaidya wrote: I have a character moving to-n-fro (along the Z-axis) in the scene. I have written the following script for this. When I choose the run mode to server, the script doesn't execute but when I switch to both (client and sever), animation runs smoothly with the single client but when I connect multiple clients, the animation is jerky. Am I missing anything simple?? or Is there anything wrong with the With this setup all the clients run it individually on the client side, and have their own opinion about the exact position, which they all communicate to the server which then replicates the changes to all the clients .. so it gets jerky. Correct is to do the modification only in one place, and have that replicate over the net. Either on the server or one of the clients. With this code you disable it on the server - don't do that, if you want to run it on a server :) if (!server.IsRunning() !framework.IsHeadless()) { StartAnimation(); } ~Toni var entityNameToFind = UrbanMale.; var animationNameToStart = Walk; var availableAnims=0; var delta = -0.005; var s = 1; function StartAnimation() { var objectToAnimate = scene.GetEntityByName(entityNameToFind); if (objectToAnimate != null objectToAnimate.animationcontroller != null) { if(availableAnims=0) frame.DelayedExecute(1.0).Triggered.connect(StartAnimation); availableAnims = objectToAnimate.animationcontroller.GetAvailableAnimations(); var animFound = false; for(var i=0; iavailableAnims.length; i++) { if (availableAnims[i] == animationNameToStart) { animFound = true; break; } } if (animFound) { objectToAnimate.animationcontroller.EnableAnimation(animationNameToStart, true); objectToAnimate.animationcontroller.SetAnimSpeed(Walk,0.6); } var trans = me.placeable.transform; trans.pos.z = -5; trans.rot.x = 0; trans.rot.y = 180; trans.rot.z = 0; me.placeable.transform = trans; frame.DelayedExecute(0.5).Triggered.connect(updatePosition); } else { frame.DelayedExecute(1.0).Triggered.connect(StartAnimation); } } if (!server.IsRunning() !framework.IsHeadless()) { StartAnimation(); } function updatePosition(dt) { var tm = me.placeable.transform; if(tm.pos.z = -24 tm.pos.z = 2) { tm.pos.z += (s*delta); } else { tm.rot.y += 180; tm.pos.z += (s*2); s *= -1; tm.rot.y %= 360; } me.placeable.transform = tm; frame.DelayedExecute(0.01).Triggered.connect(updatePosition); } I have used the RigidBody component for the character (as well as terrain), but I see the character legs getting into the terrain in high areas. How can I make character clamp on the terrain?? Regards, Vaibhav -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
snap to terrain (Re: [realXtend] Synchronization in clients in Tundra)
On Apr 25, 2012, at 10:35 AM, Vaibhav Vaidya wrote: I have used the RigidBody component for the character (as well as terrain), but I see the character legs getting into the terrain in high areas. How can I make character clamp on the terrain?? what collision type is the rigidbody? in animation code with moving characters and a heightmap based terrain this can be useful: var p = terrain.GetPointOnMap(tm.pos); //the point on the terrain at this location - i.e. gives the current land height is in use in http://www.realxtend.org/world/lvm-tundra2/deer2.js (function updatePosition(dt)) which is up-to-date -- Jukka touched it previously in February or so I think after I originally made it (after ludo-Heikki's initial work), and did core enchancements for the terrain to support animation things at the same time. Vaibhav ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] SkyX component in tundra
On Apr 23, 2012, at 7:46 PM, Vaibhav Vaidya wrote: I tried this also. I created a simple script which increments the time attribute by some amount but the problem is that if I choose run mode to server, the script doesn't execute. And, if I choose run mode to both, the second client gets initialized with some initial value and it starts increment from that value and hence, not synchronized with the previously connected client. Perhaps the server doesn't run with SkyX as it needs shaders etc? If that's the case, one solution is to have a abstract server side script that only does the incrementing, and then another script on the client side that reads those values and puts them to SkyX. Vaibhav ~Toni On Mon, Apr 23, 2012 at 7:38 PM, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, Set 'timeMultiplier' to 0 and use the 'time' attribute to synchronize the time between all participants. The changes that the time multiplier does for the 'time' attribute are not replicated as it would produce substantial amount of the network traffic. If you want to animate the time, you can create a simple script that increments the time attribute, say, each 10 seconds. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] realxtend.org site is down?
On Apr 17, 2012, at 2:13 PM, Teemu Siltanen wrote: Can't see doxygen documentation from there though and that's what I needed :( But I hope it gets fixed soon. Tommi from Adminotech is digging up contact info for the folks who host the server. It is actually kindly provided by Nokia for free. Hopefully we can reach them soon and they can start it up again. We should probably move it to some hosting provider with easier access but easiest now would be to get the old server up for now, we are all busy with projects too. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] new definition of realXtend
Well the same definition as always I think, but a new up-to-date writeup of it :) What is realXtend? http://realxtend.wordpress.com/?page_id=260preview=true Is a draft for preview and comments, feel free to comment either to the article (which is proposed as the new 'about' page for the website) or here or irc or however. We have a core devs meet tomorrow at 13 and then the realXtend foundation board also meets starting at 15, and they invited me and Jukka to join there to tell about recent work done, current status, and plans for the future. They originally requested the definition of realXtend core etc. This is my current best shot that will present there then at least to base discussion, unless critical flaws or otherwise better definitions come up. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] new definition of realXtend
On Apr 3, 2012, at 10:37 AM, Toni Alatalo wrote: What is realXtend? http://realxtend.wordpress.com/?page_id=260preview=true Bleh I misunderstood how Wordpress public drafts work -- that url was apparently session dependant, but this works for everyone and apparently has a nice commenting system too: http://realxtend.wordpress.com/?page_id=260shareadraft=4f7aa9fad8dfe ~Toni same. p.s. thanks to syymza on irc for pointing out the prob! -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Javascript. What is better 'global action' or hundred small 'actions'?
On Thu, 2012-03-29 at 11:57 -0700, Vik wrote: I will go with single EC_Script ( normal programming :) ) Even if ScriptEngine is performant, load hundreds of EC_Script may be painful ( as Jukka said in issue 439 https://github.com/realXtend/naali/issues/439 No the point was that using the Script *Application* mechanism with multiple EC_Scripts is performant -- then you again only get a single engine. The same thing that Jonne mentioned and indeed the reference Avatar app uses. But yep I think a single EC_Script can still be nice. And I don't think in this case live reloading will be useful... I think it's always useful when developing :) And you do get that with a single Script component too, it just resets the whole app then. Vik. ~Toni On Mar 29, 1:49 pm, Toni Alatalo t...@playsign.net wrote: On Thu, 2012-03-29 at 09:41 -0700, Vik wrote: 001,...door.099), i can attach to each object javascript for actions (say OpenDoor). Or I can attach one script to scene and in this script distinguish door by name at run time. Which solution is better. I mean 'better from architectural point of view of Tundra in terms of performance and memory consumption. I tend to make with one master JS and one EC_Script for the whole application. I like normal programming, and also that used to be way to make it efficiently (minimal mem use as there's only one ScriptEngine). Have that in an invisible entity called MyGame or so. The system is however made so that using a Script component in each scripted entity can be nice. For example for a non-programming level designer to put a script to an object. And nowadays there's the ScriptApplication system, which basically allows you to make several script components to be executed with a single engine, so you get the same optimally minimal memory usage. I think it's well suited for instanciating several entities that use the same script, basically declaring a class in JS and then marking entities in the scene as instances of that. Similar to the RexScript IronPython system in old realXtend with Linden based viewer and Opensim which is there in ModRex. One cool upside of using several EC_Scripts can perhaps be that the live reloading may work less instrusively as only one script engine is reseted and not the whole app. For example if you make AI for a predator and it's prey, can modify either code, just save the file so it gets reloaded in Tundra, and at least the other animal keeps working cleanly from the old state as it was untouched. It's possible to make a main app support restart too, quite easy perhaps even if keep the data in EC attributes (script's can create their own so-called DynamicComponents for custom data). The attribute values are ofc untouched when the script engine is reseted, so that state can always stay (position of the objects etc., but if you put e.g. some AI mode or tracking target in own DynamicComponent, that stays too.) Vik. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Javascript. What is better 'global action' or hundred small 'actions'?
On Thu, 2012-03-29 at 09:41 -0700, Vik wrote: 001,...door.099), i can attach to each object javascript for actions (say OpenDoor). Or I can attach one script to scene and in this script distinguish door by name at run time. Which solution is better. I mean 'better from architectural point of view of Tundra in terms of performance and memory consumption. I tend to make with one master JS and one EC_Script for the whole application. I like normal programming, and also that used to be way to make it efficiently (minimal mem use as there's only one ScriptEngine). Have that in an invisible entity called MyGame or so. The system is however made so that using a Script component in each scripted entity can be nice. For example for a non-programming level designer to put a script to an object. And nowadays there's the ScriptApplication system, which basically allows you to make several script components to be executed with a single engine, so you get the same optimally minimal memory usage. I think it's well suited for instanciating several entities that use the same script, basically declaring a class in JS and then marking entities in the scene as instances of that. Similar to the RexScript IronPython system in old realXtend with Linden based viewer and Opensim which is there in ModRex. One cool upside of using several EC_Scripts can perhaps be that the live reloading may work less instrusively as only one script engine is reseted and not the whole app. For example if you make AI for a predator and it's prey, can modify either code, just save the file so it gets reloaded in Tundra, and at least the other animal keeps working cleanly from the old state as it was untouched. It's possible to make a main app support restart too, quite easy perhaps even if keep the data in EC attributes (script's can create their own so-called DynamicComponents for custom data). The attribute values are ofc untouched when the script engine is reseted, so that state can always stay (position of the objects etc., but if you put e.g. some AI mode or tracking target in own DynamicComponent, that stays too.) Vik. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
natural language processing (Re: [realXtend] Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics)
On Mar 28, 2012, at 3:14 AM, Jonne Nauha wrote: You are really have to be a bit more specific if you want detailed answers. How do I make X (or include it in Tundra) Yes, it all depends on the details. What do you want to do with it, and how? For what data, with what perhaps existing software? Some natural lang lib that you already use? Or suggestions of natural language processing tools? If you want to e.g. have some system listen to the in-world chat, you can just integrate with that somehow. It is written in Javascript with the Tundra API (the chat messages are sent with entity-actions). Or if you for example have some existing service for the NLP which uses XMPP transport, you can connect Tundra to that. In Tundra you make bigger features and functionality as C++ plugins/modules. For example if you use other C++ libraries to Or in Javascript or Python -- as for example the avatar and chat functionalities are in JS. And system things like IRC relay and and the Blender integration in Python . Relaying chat messages to some service does not need C++, but if you plan to use some existing C/C++ nature language processing lib, then it can be nice to integrate it as a native Tundra plugin (which Jonne basically described). Jonne Nauha ~Toni On Tue, Mar 27, 2012 at 9:06 PM, Carlos carlos...@gmail.com wrote: Please, any idea about how can I include a conversation agent with natural languages capabilities in a Tundra scene? Thanks in advance Carlos M Lorenzo El 27 de marzo de 2012 17:49, realxtend@googlegroups.com escribió: Today's Topic Summary Group: http://groups.google.com/group/realxtend/topics Script for a character in Tundra [2 Updates] Tundra Script [7 Updates] Script for a character in Tundra Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:50PM +0530 Hii all, I am new to Tundra. I have created a scene. I want to attach a script to a character. I tried hard to write a simple script which moves the character to-and-fro when the client logs in, but got stuck. Can anybody suggest a sample script for above mentioned purpose?? The entity name is UrbanFemale and it has only one animation Walk, animation controller name is UrbanFemaleAnimation. ~Vaibhav Ali Kämäräinen stinkfi...@gmail.com Mar 27 04:30PM +0300 Hi, Could you try to stick in one thread, instead of creating multiple threads for the same issue? Grey skies, Ali Kämäräinen Tundra Script Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:17PM +0530 Hii all, var entityNameToFind = UrbanFemale.; function ShowAnimation() { var objectToAnimate = scene.GetEntityByName(entityNameToFind); console.LogInfo(Hey great, I found + entityNameToFind + Starting animation); var availableAnims = objectToAnimate.animationcontroller.GetAvailableAnimations(); console.LogInfo(availableAnims); } else { console.LogWarning(Entity + entityNameToFind + was not found or animation controller component is not there! Trying again in 1 second.); frame.DelayedExecute(1.0).Triggered.connect(StartAnimation); } } // Only run on client. One time animation enabling. if (!server.IsRunning() !framework.IsHeadless()) { StartAnimation(); } Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:29PM +0530 Hii all, I have written the following script. I checked Run on load to true. When I launch the client see the message: Hey great, I found UrbanFemale. but do not see the available animation. But when i go to view - scene - UrbanFemale. - AnimationController - functions - GetAvailableAnimations() It shows me the animation Walk. var entityNameToFind = UrbanFemale.; function ShowAnimation() { var objectToAnimate = scene.GetEntityByName(entityNameToFind); console.LogInfo(Hey great, I found + entityNameToFind ); var availableAnims = objectToAnimate.animationcontroller.GetAvailableAnimations(); console.LogInfo(availableAnims); } if (!server.IsRunning() !framework.IsHeadless()) { StartAnimation(); } Also, when i run the script view - scene - UrbanFemale. - Script - Run() This runs the script and shows the message: Hey great, I found UrbanFemale. Walk Am I missing anything?? ~Vaibhav Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 03:30PM +0530 Please ignore the previous part.. On Tue, Mar 27, 2012 at 3:29 PM, Vaibhav Vaidya Ali Kämäräinen stinkfi...@gmail.com Mar 27 02:32PM +0300 GetAvailableAnimations() returns a list so you need to print each element: var availableAnims = objectToAnimate.animationcontroller.GetAvailableAnimations(); for(var i = 0; i availableAnims.length; ++i) console:LogInfo(availableAnims [i]); Grey skies, Ali Kämäräinen Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:11PM +0530 @Ali : I tried this also but I see the same results. Ali Kämäräinen stinkfi...@gmail.com Mar 27 04:28PM +0300 I see that your script
Re: natural language processing (Re: [realXtend] Digest for realxtend@googlegroups.com - 9 Messages in 2 Topics)
On Wed, 2012-03-28 at 10:13 -0700, Carlos wrote: Hi Toni, thanks for your answers and your good humor ;-) I like to know about how we can integrate scripting languages for conversational agents like AIML or MPML3D. Has Tundra just implemented a config and protocol similar to OpenSim or SL? Yes one of the Javascript example / reference apps is chat. That's what I called 'in-world chat'. AIML seems to have implementations in e.g. C++, Python, Java etc. Of these you can use C++ or Python directly in Tundra, so could write some kind of a NLPPlugin or AIMLPlugin. There's two options: a) Tundra plugin which uses the e.g. AIML lib of your choice, listens to events from the Javascript-written Tundra/reX simple Chat Application b) a relay of the Tundra chat to e.g. XMPP, and then making a simple XMPP bot which uses the lib. Connect those to the same server, or even just use IM (the XMPP bridge (client) in Tundra can just send the messages to e.g. your / the bots Google talk account or whatever). This code basically has what both of those options need: https://github.com/realXtend/naali/blob/tundra/bin/pymodules/irc/serverrelay.py That is: a) connecting to the Chat App qt signals in Python, and listening to receiving messages, which you could respond to here if using the NLP lib directly, but in the case of this example it b) relays them to an IRC channel (i've used it to monitor servers and to be able to chat to inworld folks from irc) .. so if you'd go the XMPP route, would just forward there similarily. I've been now devving stuff with XMPP and also py written XMPP bots (to simulate kind of WebNaali clients actually, for movement sync stress tests :) -- jabberbot (pythonjabberbot in google code) makes it quite nice and easy, uses the xmpppy library. Here is was mostly assuming you want bots to the scene that participate in the in-world chat. SL also has group chat. I would use something existing for that with Tundra, probably XMPP. We already had a module using that in the Naali 0.x versions, worked with google talk and facebook chat and such. It is also possible to do groups etc. with the own Tundra chat app, but the characteristics of SL group chat is that it's not connected to the sims / regions. Just like a IM thing for friends and groups. ~Toni More thanks Carlos M. Lorenzo On 28 mar, 11:14, Toni Alatalo t...@playsign.net wrote: On Mar 28, 2012, at 3:14 AM, Jonne Nauha wrote: You are really have to be a bit more specific if you want detailed answers. How do I make X (or include it in Tundra) Yes, it all depends on the details. What do you want to do with it, and how? For what data, with what perhaps existing software? Some natural lang lib that you already use? Or suggestions of natural language processing tools? If you want to e.g. have some system listen to the in-world chat, you can just integrate with that somehow. It is written in Javascript with the Tundra API (the chat messages are sent with entity-actions). Or if you for example have some existing service for the NLP which uses XMPP transport, you can connect Tundra to that. In Tundra you make bigger features and functionality as C++ plugins/modules. For example if you use other C++ libraries to Or in Javascript or Python -- as for example the avatar and chat functionalities are in JS. And system things like IRC relay and and the Blender integration in Python . Relaying chat messages to some service does not need C++, but if you plan to use some existing C/C++ nature language processing lib, then it can be nice to integrate it as a native Tundra plugin (which Jonne basically described). Jonne Nauha ~Toni On Tue, Mar 27, 2012 at 9:06 PM, Carlos carlos...@gmail.com wrote: Please, any idea about how can I include a conversation agent with natural languages capabilities in a Tundra scene? Thanks in advance Carlos M Lorenzo El 27 de marzo de 2012 17:49, realxtend@googlegroups.com escribió: Today's Topic Summary Group:http://groups.google.com/group/realxtend/topics Script for a character in Tundra [2 Updates] Tundra Script [7 Updates] Script for a character in Tundra Vaibhav Vaidya vaibhav.vaidy...@gmail.com Mar 27 05:50PM +0530 Hii all, I am new to Tundra. I have created a scene. I want to attach a script to a character. I tried hard to write a simple script which moves the character to-and-fro when the client logs in, but got stuck. Can anybody suggest a sample script for above mentioned purpose?? The entity name is UrbanFemale and it has only one animation Walk, animation controller name is UrbanFemaleAnimation. ~Vaibhav Ali Kämäräinen stinkfi...@gmail.com Mar 27 04:30PM +0300 Hi, Could you try to stick in one thread, instead of creating multiple threads for the same issue? Grey skies, Ali Kämäräinen Tundra Script Vaibhav Vaidya
Re: [realXtend] newbie question
On Mar 23, 2012, at 7:51 AM, Vaibhav Vaidya wrote: I am also a newbie to Tundra. I started using it from last couple of days. I also had the same questions when I first used Tundra. There is one old documentation page about these, http://www.realxtend.org/doxygen/_tundra_documentfiles.html It shows how those things are possible from GUI (windows explorer for example) too, commandline is not needed. Those screenshots are ancient, though (pre Tundra 1.0) -- i think a good documentation activity would be to take new screenshots of the windows explorer gui entries etc. and update that doxygen file by copy-pasting from Jonne's mail etc. And put a link to that doc to the 'documentation' section on the webpage. I can do something in this area at some point (probably not in a week though, plate full of programming things now) and as said Fred is working on docs .. perhaps you can do those updates? ~Toni By the way you need not create any account on the server. To launch the server, go to the Tundra install directory and run the following command Tundra --config plugins.xml --headless --server --port 2345 --protocol udp Once you launch the server, run the client using following command tundra --config viewer.xml Login using any credentials (you may leave the password field blank), choose UDP protocol over 2345 port. You should see a black screen (blank scene) once you login. Now, try creating a beautiful scene. Regards, Vaibhav On Fri, Mar 23, 2012 at 4:48 AM, Lúthien luthien.meri...@gmail.com wrote: Hi, I'm interested in RealXtend and curious how it compares to OpenSim. Therefore I downloaded Tundra (for mac) today and well, tried to get it running. Since my experience is until now limited to Opensim I assumed that there is also a server and a viewer involved, but if I understand it correctly the Tundra application is both at the same time. I've looked on the Wiki, the doxygen documentation and whatever I could find to guide me on these first steps ... and I'm very sorry: I am obviously missing some basic concept because it makes no sense to me at all. I cannot figure out what to do with it. When I run the Tundra app it shows a kind of browser window, with two tabs in it. One says login, the other login.realxtend.org. The first one has three fields: one for server address, one for user and one for password - plus a radiobutton for choosing either UTP or TCP. But I thought that Tundra *is* a server, too? What should I then enter her to connect to itself? And also: how can I create an account on that server for me to use - if I can't login to - say - even create an account? If I try to connect with localhost filled in and my local username - just to try something - it says Could not connect to host localhost: 2345 with TCP So indeed, I am missing something very basic - but the thing is, I cannot find a basic primer in order to get these basic concepts of RealXtend clear. Could anyone point me where I can find this information? I'd really like to give this a try, because it looks very promising. Many thanks! Lúthien PS Also, when I first ran the app there was a popup saying that there was an update available, and I downloaded it. But that download disappeared once done: there was no installer, and neither can I find a downloaded update anywhere on my disk. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] newbie question
On Mar 23, 2012, at 8:35 AM, Jonne Nauha wrote: One thing that we should maybe somehow fix is that our documentation like that page you linked is located in our source repos. It's pretty damn hard for technically novice people to clone the repo, make documentation fixes and push a pull request to fix things. For this some kind of community wiki would be nice. On the other had we probably dont want to have duplicates in many places. Then they will just get out of sync with reality so much faster :P Yes keeping in sync is why Jukka proposed of keeping most of the docs in the repo. GitHub has a simple web ui for editing files btw, similar to wiki editing .. it does commits under the hood but the user doesn't need to know. Just click 'edit' on the file. The idea has now been that basics docs, a kind of a manual, would be in the central repo .. and then random tutorials for all kinds of things can be in blog and wikis etc. I'm not sure though, Blender for example uses a wiki very succesfully for manual. It does take a whole team of non-coder people who work on that there, they have own Blender documentation irc channel etc (I'm even not on that so don't know how they work). As you know we've been now using the github wiki a little and it seems good. Jonne Nauha ~Toni By the way you need not create any account on the server. To launch the server, go to the Tundra install directory and run the following command Tundra --config plugins.xml --headless --server --port 2345 --protocol udp Once you launch the server, run the client using following command tundra --config viewer.xml Login using any credentials (you may leave the password field blank), choose UDP protocol over 2345 port. You should see a black screen (blank scene) once you login. Now, try creating a beautiful scene. Regards, Vaibhav On Fri, Mar 23, 2012 at 4:48 AM, Lúthien luthien.meri...@gmail.com wrote: Hi, I'm interested in RealXtend and curious how it compares to OpenSim. Therefore I downloaded Tundra (for mac) today and well, tried to get it running. Since my experience is until now limited to Opensim I assumed that there is also a server and a viewer involved, but if I understand it correctly the Tundra application is both at the same time. I've looked on the Wiki, the doxygen documentation and whatever I could find to guide me on these first steps ... and I'm very sorry: I am obviously missing some basic concept because it makes no sense to me at all. I cannot figure out what to do with it. When I run the Tundra app it shows a kind of browser window, with two tabs in it. One says login, the other login.realxtend.org. The first one has three fields: one for server address, one for user and one for password - plus a radiobutton for choosing either UTP or TCP. But I thought that Tundra *is* a server, too? What should I then enter her to connect to itself? And also: how can I create an account on that server for me to use - if I can't login to - say - even create an account? If I try to connect with localhost filled in and my local username - just to try something - it says Could not connect to host localhost: 2345 with TCP So indeed, I am missing something very basic - but the thing is, I cannot find a basic primer in order to get these basic concepts of RealXtend clear. Could anyone point me where I can find this information? I'd really like to give this a try, because it looks very promising. Many thanks! Lúthien PS Also, when I first ran the app there was a popup saying that there was an update available, and I downloaded it. But that download disappeared once done: there was no installer, and neither can I find a downloaded update anywhere on my disk. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Tundra Framework
Vaibhav Vaidya vaibhav.vaidy...@gmail.com kirjoitti Mar 16, 2012 kello 9:52 AM: How to upload the content to the server?? or how to create a scene?? You can drag drop txml, .scene and .mesh files to that black window. Open from menu view-scene the GUI to see outline of your scene. Right-click on object in the list and choose bottommost locate to see it. Only one Tundra instance is enough for creating, don't need server and client. Can save scene from that same right-click menu in scene gui. I'm on a iPhone now so not typing much, perhaps others can post more, but do ask if have further questions. I can tell more later. Fred is making new tutorials. Are any ready yet? Vaibhav Vaidya -Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Tundra Framework
Vaibhav Vaidya vaibhav.vaidy...@gmail.com kirjoitti Mar 16, 2012 kello 12:42 PM: Now, I am able to host the sample scenes over Tundra. I want to create my own scenes. Is there any GUI interface to create a scene (or world) and export it to a .txml file?? Blender is one. ~Vaibhav -Toni On Fri, Mar 16, 2012 at 2:15 PM, Jukka Jylänki juj...@gmail.com wrote: You are probably starting Tundra without any storage directories. This means that when you choose to upload, Tundra does not know the location to import the assets to. For instructions how to work offline on a scene, see the 'How to work offline' instruction text in Tundra start menu. If the steps are still cryptic, let us know, and we can try improving the help text file. 2012/3/16 Vaibhav Vaidya vaibhav.vaidy...@gmail.com: Hey Toni, When I am dropping a .txml file to the black screen, it shows a Entity and Asset Import window and when I click Add content button a pop-up comes saying Starting upload failed. When right clicking any object, it doesn't show anything.. Am I missing anything?? ~Vaibhav On Fri, Mar 16, 2012 at 1:50 PM, Vaibhav Vaidya vaibhav.vaidy...@gmail.com wrote: Thanks Toni, I'll try it out and throw you more questions if I get stuck ;) Regards, Vaibhav On Fri, Mar 16, 2012 at 1:39 PM, Toni Alatalo t...@playsign.net wrote: Vaibhav Vaidya vaibhav.vaidy...@gmail.com kirjoitti Mar 16, 2012 kello 9:52 AM: How to upload the content to the server?? or how to create a scene?? You can drag drop txml, .scene and .mesh files to that black window. Open from menu view-scene the GUI to see outline of your scene. Right-click on object in the list and choose bottommost locate to see it. Only one Tundra instance is enough for creating, don't need server and client. Can save scene from that same right-click menu in scene gui. I'm on a iPhone now so not typing much, perhaps others can post more, but do ask if have further questions. I can tell more later. Fred is making new tutorials. Are any ready yet? Vaibhav Vaidya -Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Tundra Framework
On Mar 16, 2012, at 2:30 PM, Glenn Alexander wrote: tunnels under the terrain are important). I insert them into the scene by tunnels sound very cool :) hand-editing the txml file. Then tweak their location/size within the server is hand-editing somehow useful for you, or could the dragdrop of the mesh file to the scene work too? worlds live (I think one of the Tundra devs is also a Blender dev, so they appear to integrate quite well). yes i used to work on Blender dev before reX (was very happy to be in the team for Elephants Dream :) -- Brett has made that live integration (last stages were sponsored by Adminotech) and I've also studied it through. thank you very much in participating in the helping sharing the info on what works for you! Glenn. ~Toni On Friday March 16 2012 22:29:44 Vaibhav Vaidya wrote: @Toni : Actually, I want to create a world which there is a large terrain, meshs, 3d models with animation and scripting, etc. I think blender won't be suitable for my requirements (haven't worked on Blender before). So, is there any other tool which has all these functionalities. Or is it possible to create such a scenario in Tundra?? Very Desperate to know about it.. ~Vaibhav On Fri, Mar 16, 2012 at 4:42 PM, Toni Alatalo t...@playsign.net wrote: Vaibhav Vaidya vaibhav.vaidy...@gmail.com kirjoitti Mar 16, 2012 kello 12:42 PM: Now, I am able to host the sample scenes over Tundra. I want to create my own scenes. Is there any GUI interface to create a scene (or world) and export it to a .txml file?? Blender is one. ~Vaibhav -- Sent from my Debian Linux box - http://www.debian.org My technology does what I want, not what some corporation wants. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Meshes do not persist between two sessions in Opensim
On Mar 14, 2012, at 9:13 AM, Vaibhav Vaidya wrote: problem?? What is the solution for this? or Is there a better way of doing it? We all use Tundra, which is a new version of Naali which does not need Opensim (iincludes also server functionality). If that has the features and functionality you need, it's a really nice, mature, stable, simple, fast etc solution :) Vaibhav Vaidya ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Problem compiling Opensim-0.7.3 with ModRex
On Mar 13, 2012, at 10:26 AM, Denis Tarasov wrote: you want from it. You will be far better either with stock opensim (it has mesh support now, anyway and MUCH more stable) or try Tundra (altrough, it also propably would not do what you want as it is, but can be made to, I think). Yep -- whether Tundra already has the required functionality depends totally on the exact needs, of course. Likewise for Opensim. Denis Tarasov ~Toni On Mar 12, 3:41 pm, Vaibhav Vaidya vaibhav.vaidy...@gmail.com wrote: Thanks Mikko, ModRex complied successfully with Opensim-0.7.0.2. I made initial configuration changes and was able to setup the server but when I am connecting the realxtend Naali 0.3.4.1 client to it, its showing the following error : Login Failed, reason : destination not found. Please help.. Thanks. On Mon, Mar 12, 2012 at 5:08 PM, Ali Kämäräinen stinkfi...@gmail.comwrote: Hi, ModRex is discontinued techonology. The current focus of the realXtend project is on the Tundra technology. IIRC ModRex should compile with Opensim. 0.6.9. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Moving Avatar/Bots in real-time from an esternal positioning service
On Mar 13, 2012, at 11:59 AM, Daniele Zanni wrote: To sum up, if I got it correctly, there is no way to do it without touching any C++ code at the moment, either way? if compiling is counted as touching, that may be correct. if you can compile, is simple to pull from the websocket branch and the c++ changes there are tiny. if you can't compile and want to quickly do something, using the last 1.x release would give you a mature py env where everything works. if you decide to do that, i promise to get the basics to mainline 2.x soon enough so that you can easily migrate. is not really recommended though as 1.x is ancient, compiling better py support in or using qtscript/js is better. ~Toni On Tue, Mar 13, 2012 at 11:53 AM, Ali Kämäräinen stinkfi...@gmail.com wrote: What you are trying to accomplish should be totally doable in Python too. However, the Python-side of Tundra is currently somewhat lacking, see https://groups.google.com/forum/?fromgroups#!topic/realxtend/jNHCpZXrfio So, either continue with Python and enhance the C++-Python wrapper a bit, or implement the WebSocket part as C++ Tundra module, which you can access from the QtScript/JavaScript, or just fully in QtScript/JavaScript. And of course pure C++ implementation is possible too. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Problem compiling Opensim-0.7.3 with ModRex
On Mar 13, 2012, at 12:03 PM, Vaibhav Vaidya wrote: @Denis : can u please throw some light on stock Opensim. What is it? I want to use the features of Opensim and don't want to go for Tundra. stock just means normal Opensim. so if you need features of Opensim and don't have problem with it, just use it :) BTW the old 0.x versions of Naali viewer can connect to plain / stock / vanilla Opensim too, doesn't need modrex, but then you would not get meshes as LLMesh didn't even exist then. But with slviewer 2 and 3 serieses you have mesh support (LLmesh over the wire, the viewer converts collada to llmesh and uploads to sl or opensim) Vaibhav Vaidya ~Toni On Tue, Mar 13, 2012 at 2:54 PM, Toni Alatalo t...@playsign.net wrote: On Mar 13, 2012, at 10:26 AM, Denis Tarasov wrote: you want from it. You will be far better either with stock opensim (it has mesh support now, anyway and MUCH more stable) or try Tundra (altrough, it also propably would not do what you want as it is, but can be made to, I think). Yep -- whether Tundra already has the required functionality depends totally on the exact needs, of course. Likewise for Opensim. Denis Tarasov ~Toni On Mar 12, 3:41 pm, Vaibhav Vaidya vaibhav.vaidy...@gmail.com wrote: Thanks Mikko, ModRex complied successfully with Opensim-0.7.0.2. I made initial configuration changes and was able to setup the server but when I am connecting the realxtend Naali 0.3.4.1 client to it, its showing the following error : Login Failed, reason : destination not found. Please help.. Thanks. On Mon, Mar 12, 2012 at 5:08 PM, Ali Kämäräinen stinkfi...@gmail.comwrote: Hi, ModRex is discontinued techonology. The current focus of the realXtend project is on the Tundra technology. IIRC ModRex should compile with Opensim. 0.6.9. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Tundra 2.3.0, Python work with Element
On Tue, 2012-03-13 at 06:39 -0700, Vik wrote: About my use case... I just started to look at your platform, and first place where Python script will be useful it is on server part for validate username/password looking in MySQL for example... As I Right - I actually did that with tundra1, authentication against simiangrid (which is a apache+php+mysql thing for having user accounts and info about them and world regions etc) in Python with xmlrpc, https://github.com/realXtend/naali/blob/tundra/bin/pymodules/simiangrid/auth.py That's exactly the sort of thing i meant with 'system integrations', integrations to authentication, group, project management etc things. Server side, where it is not a problem that it is trusted installed code (javascript is good in the client side for downloaded code which is executed in a sandbox). understand, this is not possible to use Javascript for that... One thing to note there is that the Tundra JS environment is not limited like the one in browsers -- just the programming language is the same, but the API is different. In Tundra you have all of Qt + the Tundra API, and for Qt there is the SQL extension which perhaps works for DB connections etc nicely too. But still Python is more common in general for such things (e.g. web backends with databases) and has lots of nice libraries etc for that. Vik ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Tundra 2.3.0, Python work with Element
On Tue, 2012-03-13 at 06:16 -0700, Vik wrote: pick websocket branch and rebuild Tundra. As about looking to generic solution for boost ptr to raw ptr, I don't think I can be helpful. I managed to add ScenePtr.get() to the Python API, so that instead of having the old *Raw() variants of all sorts of getters, this now works instead: scene = sceneapi.GetScene(name).get() #get() for boost - normal pointer I did not find a way to do the conversion automatically. Also I failed to just add a generic exposing for all boost pointers, as qt slots can't be templates etc., but that does not matter as we can just add EntityPtr and ComponentPtr and the not-too-many other necessary ones separately. Commit is in websocket branch and the websocket server now uses that style to get the scene. I didn't remove the GetSceneRaw etc. yet as other places are using it, but if we find that this add-extra-.get() is an ok solution I can add that for the different types and make codes use it. And put that to mainline so it comes to releases etc. Commit is https://github.com/realXtend/naali/commit/e72cb827c7fcbaee27b8258e616ee7bd2835fbd7 .. it has also the failed generic attempt commented out, in case someone has clever ideas for it. BTW we have a separate realxtend-dev list here for programming topics, I suggest possible continuation of this and other deep code talks move there. Vik ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Tundra 2.3.0, Python work with Element
On Mar 12, 2012, at 9:06 PM, Vik wrote: How I can work with Element of Scene in Python? Python support in 2.x series has been lacking after the aggressive cleanups made (2.0 was largely a cleanup), but we've been slowly improving it as needed (we need it for the websocket server module, and the Blender integration thing needs it too). Currently there is no new clean all-saving solution to the boost Ptr problem, but we've just worked around by adding some *Raw getters back -- but only in a branch, and only in PythonScriptModule, to keep the core clean. That is in the websocket branch: https://github.com/realXtend/naali/tree/websocket That branch basically only has py support additions and the Python written websocket server itself, so is safe to pull to your version. Is easy with git, do ask if you need help with that. Supposing you are building your own Tundra. If not, I guess I'll have to fix these for you for next release :p I can call for example el=tundra.Scene().MainCameraScene().GetEntityByName(entityName) But I can't use obtained element el at all - no attributes. The websocket branch has a commit that gives you exactly that: restore scene.GetEntityByNameRaw for py, as there is no EntityPtr handling (yet). this sufficed for websocket server to work now https://github.com/realXtend/naali/commit/35a2a688062043c17aaf8be3b1f666b619a7 It is 2 lines of trivial code, so I hope you see how easy it is to add other similar things where you need them, for now: QObject *TundraInstanceDecorator::GetEntityByNameRaw(Scene *scene, const QString name) { return scene-GetEntityByName(name).get(); } With that technique the *Raw workaround thing is in the optional Python support module only, so we can even put them upstream to have in reX releases etc. if it's really needed. But idea has been to make a generic solution for all Ptrs: I understand that el is EntityPtr, not Entity as for example method GetEntityRaw(id) return. How i can convert EntityPtr to Entity in Python? And method GetEntityByNameRaw() is obsolete now? If automatic conversion of Boost-Ptr to normal pointer is not possible in the Python API (no one has afaik tried it yet), we can perhaps expose the boost get() method to py so that you would do: entityptr = scene.GetEntityByName(myent) entity = entityptr.get() This would be a bit annoying but ok (given we can do the pointer handling correctly). If that is somehow not possible perhaps a function ptrGet(somePtr) is possible. If you have some c++ skills, feel free to try - patches are welcome. If not, please tell, so I or someone else here (Erno?) can try those. We have been a little unsure of the need of Python support otherwise, so it is very interesting to hear that you are using it. There are some cases where it is more suitable than e.g. Javascript, I think mostly related to system integration things or anything where you need to use existing py libs. Also others just prefer it as the language is nicer. Would be nice to hear something about your use case if possible, but you don't have to tell of course. And example of plugin apitests.py does not work: PythonScript: Python ApiRunner.testScene() failed PythonScript: SceneAPI has no attribute named 'GetDefaultSceneRaw' Yep that one is just not ported to 2.x, works in 1.x. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Study demos of browser based reX client techs
Hi, as mentioned in some emails earlier, and on IRC, we've been continuing work towards a browser based realXtend client here at Playsign. We made a research report and a set of demos / tests with both WebGL and the new hardware accelerated 3d support in Flash11 (Stage3d) in December-January. There is now a public version of the report, suitable for generic realXtend planning. Also most of the demos are on-line now as public generic versions, without customer sensitive data. The public google doc, Browser Based realXtend Client Technologies: https://docs.google.com/document/pub?id=1MEJ25wK_tjuDcXlgKVa9jsxRYLOTPGusX4pybGBn_DM . It's also linked to embedded in http://www.realxtend.org/webnaali/research/, just to have a simpler address too. The different demos are explained in the doc with screenshots, and a list of all the demos is gathered at the end. Any feedback is very welcome -- it's a draft, open for a first round of comments. Especially interesting I think is views on what technologies would serve best the needs that you have in your own projects / products -- what browsers should be supported, how critical is it for users not need to install anything, what features are required etc. I'll post something to the website/blog too, after this initial round for comments. We have a little meeting about possible future work in this area with tomorrow on Friday at the university as CIE has expressed interest. I will also talk with Jukka about how he sees the situation after doing tests with the native Tundra plugin again back in December. As mentioned in the intro of the doc, it might be a good idea to include an analysis of that route to the same tech comparison. After the initial research we have now been working on one specific application, using Flash with Away3d now (is a normal commercial service where is good that works out of the box also for Internet Explorer users). The first step in that app is without networking otherwise, but we are using XMPP for chat -- tested both Flash (with the xiff lib) and HTML+JS (with strophe.js) clients succesfully. We could add a section about xmpp/chat things to the report too. The old WebNaali 0.1 demo with WebGL + WebSockets and actual Tundra connectivity (http://realxtend.wordpress.com/2011/08/30/webnaali-demo-on-line/) has also been ported so that it works again with current browsers (with the final websockets spec) and against Tundra2. There is no on-line demo now, but the functionality is the same as in the video. I'll put the demo up again at some point when have time and can arrange a suitable server somehow. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] If there is any tools to parse XML files in JavaScript environment in realXtend Tundra?
On Fri, 2012-02-24 at 10:37 -0800, Zhao Boxuan wrote: I'm going to make a demo using realXtend tundra, and there are some Cool! xml files to parse. I try to use new ActiveXObject('Microsoft.XMLDOM') to do the parse job but it seems that the parser is not supported in the tundra JavaSript environment. Heh, no that certainly is not expected to work out of the box. I don't know what API that actually is even. Browsers which have active-x support, any browser on Windows perhaps? Could anyone tell me if there's any tools I can use to parse the XML files? Tundra itself uses Qt XML, and that is I think available to Javascript (QtScript) too. The qt.xml extension. I can make a test / little demo later, have never actually used that yet (but it does seem nice on the c++ side with the XML DocumentObjects or so). I think the same ImportExtension thing that's used to load qt.core and qt.gui in the examples in e.g. scenes/ dir should work for that too, and then the Qt API docs (for c++ but the API is the same) should tell how it works. It is also possible to use pure Javascript libraries, if for example JQuery has nice XML tools, but that Qt XML is native c++ code so should be fast and I think nice too. ~Toni P.S. I think we have the ActiveX support enabled in Qt too ('ActiveQt'), so if that's needed for something else it's possible to use too. Not needed for XML, but I think e.g. Flash works that way. (on windows when Flash active-x plugin installed) -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] If there is any tools to parse XML files in JavaScript environment in realXtend Tundra?
On Fri, 2012-02-24 at 14:44 -0500, 赵柏萱 wrote: Thank you for the detailed reply! I made a quick / test example that should get you going: https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/apitest/qtxml.js Can run with: ./Tundra --headless --run jsmodules/apitest/qtxml.js it walks the xml doc and prints tags. is made to run from the Tundra bin directory (or the root in release) as expects the plugins.xml to be there. ~Toni On Fri, Feb 24, 2012 at 2:27 PM, Toni Alatalo t...@playsign.net wrote: On Fri, 2012-02-24 at 10:37 -0800, Zhao Boxuan wrote: I'm going to make a demo using realXtend tundra, and there are some Cool! xml files to parse. I try to use new ActiveXObject('Microsoft.XMLDOM') to do the parse job but it seems that the parser is not supported in the tundra JavaSript environment. Heh, no that certainly is not expected to work out of the box. I don't know what API that actually is even. Browsers which have active-x support, any browser on Windows perhaps? Could anyone tell me if there's any tools I can use to parse the XML files? Tundra itself uses Qt XML, and that is I think available to Javascript (QtScript) too. The qt.xml extension. I can make a test / little demo later, have never actually used that yet (but it does seem nice on the c++ side with the XML DocumentObjects or so). I think the same ImportExtension thing that's used to load qt.core and qt.gui in the examples in e.g. scenes/ dir should work for that too, and then the Qt API docs (for c++ but the API is the same) should tell how it works. It is also possible to use pure Javascript libraries, if for example JQuery has nice XML tools, but that Qt XML is native c++ code so should be fast and I think nice too. ~Toni P.S. I think we have the ActiveX support enabled in Qt too ('ActiveQt'), so if that's needed for something else it's possible to use too. Not needed for XML, but I think e.g. Flash works that way. (on windows when Flash active-x plugin installed) -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Attempted Debian Wheezy compile (fail)
On Sat, 2012-02-04 at 21:47 -0800, glenalec wrote: I am trying to compile under Debian/Testing and am hitting a snag. Not (...) Using build-ubuntu-deps.bash as a reference, I successfully got all the required packages installed and a good chunk of the compile went through. The error occurred at this point: That happens on ubuntu too with system Ogre - debian/ubuntu Ogres are not found by the cmake stuff in SkyX, i don't know why really. Is in tracker: SkyX does not build on stock Ubuntu 11.10 https://github.com/realXtend/naali/issues/320 We talked that can fix that in our copy of SkyX in the Tundra deps repo, just need to make it find Ogre like Tundra itself does or somehow. For graphical linux use i've been using a ppa for other reasons (to get cg support) -- with that ogredev thing SkyX works, builds out of the box. I think also for the Chiru folks which have recently switched to using source builds Ogre, or? SkyX is of course totally optional, the quick fix is to disable it. On server especially as there it is not used, is just a sky rendering plugin. This is how that is done (copy-pasted from the issue comments): As a workaround, can comment out all SkyX -related items in build-ubuntu-deps.bash, and set ENABLE_SKYX to 0 in CMakeBuildConfig.txt That CMakeBuildConfig.txt file is made by the build system, by copying CMakeBuildConfigTemplate.txt to that name. ~Toni + SKYX_SOURCE_DIR=/opt/naali-deps/build/realxtend-tundra-deps/skyx + cmake -DCMAKE_INSTALL_PREFIX=/opt/naali-deps/install . -- Configuring SKYX 0.2.1 -- Search path: CMake Warning at CMake/SkyXDependencies.cmake:59 (find_package): Could not find module FindOGRE.cmake or a configuration file for package OGRE. Adjust CMAKE_MODULE_PATH to find FindOGRE.cmake or set OGRE_DIR to the directory containing a CMake configuration file for OGRE. The file will have one of the following names: OGREConfig.cmake ogre-config.cmake Call Stack (most recent call first): CMakeLists.txt:107 (include) -- Could NOT find Doxygen (missing: DOXYGEN_EXECUTABLE) CMake Warning at CMake/SkyXDependencies.cmake:75 (find_package): Could not find module FindOIS.cmake or a configuration file for package OIS. Adjust CMAKE_MODULE_PATH to find FindOIS.cmake or set OIS_DIR to the directory containing a CMake configuration file for OIS. The file will have one of the following names: OISConfig.cmake ois-config.cmake Call Stack (most recent call first): CMakeLists.txt:107 (include) CMake Error at CMake/Utils/SkyXMacroLogFeature.cmake:95 (MESSAGE): - -- The following REQUIRED packages could NOT be located on your system. -- Please install them before continuing this software installation. -- If you are in Windows, try passing -DSKYX_DEPENDENCIES_DIR=path to dependencies - + OGRE: 3D library needed for the OgreGraphics plugin http:// + OIS: Input library needed for the OISInput plugin http://sourceforge.net/projects/wgois - Call Stack (most recent call first): CMake/SkyXDependencies.cmake:83 (MACRO_DISPLAY_FEATURE_LOG) CMakeLists.txt:107 (include) -- Configuring incomplete, errors occurred! Any pointers on where to look or what to do here? I have also installed libois-dev in addition to the listed requirements, but no difference. (This is prety much the same result as I am seeing on the Ubuntu build system at work too :-( ) -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] compiling error (Ubuntu Oneiric 64-bit)
On Jan 27, 2012, at 1:59 AM, glenalec wrote: Having yet another go at compiling here. Bogged at this point :-( Compiling the deps from build-ubuntu-deps.bash seemed to work, then: If that script completes, it has built Tundra itself too. Is a bit badly named, as it doesn't only build the deps, but after those the the app/sdk itself as well. So did all of that script work for you, or did it fail at some point? I've recently installed Tundra from scratch on Oneiric 64bit, to a server in a virtual machine (is running at playsign.fi both 2345 (now tcp) with knet and a test backend for the Flash (stage3d with away3d) client)). Works with the stock Ogre from Ubuntu etc (the ppa for ogre is not needed anymore, except to get shaders with cg, which I ofc didn't need on a headless server). /opt/naali$ NAALI_DEP_PATH=/opt/naali-deps/ cmake -Wno-dev . After running the script, to rebuild after git pull or own modifications, just 'make' usually suffices for me. If it borks about cmake probs after bigger changes in the project, I usually just run the whole build script again (as don't remember how to set that env var and am not sure if it suffices). ~Toni === Configuring Dependencies === ** Configuring BOOST -- checking for module 'Boost' -- package 'Boost' not found -- checking for module 'boost' -- package 'boost' not found -- sagase: trying brute-force search -- sagase: BOOST Configure Results. -- -- Library Directories: --/usr/lib -- -- Libraries: --boost_thread --boost_regex ** Configuring QT4 -- checking for module 'Qt4' -- package 'Qt4' not found -- sagase: configured QT4 using find_package -- sagase: QT4 Configure Results. ** Configuring PYTHON -- sagase: configured PYTHON using find_package -- sagase: PYTHON Configure Results. -- -- Include Directories: --/usr/include/python2.7 -- -- Libraries: --/usr/lib/libpython2.7.so ** Configuring PYTHON_QT -- checking for module 'PythonQt' -- package 'PythonQt' not found -- sagase: trying brute-force search CMake Error at cmake/Sagase.cmake:269 (message): !! sagase: unable to configure PYTHON_QT Call Stack (most recent call first): cmake/ConfigurePackages.cmake:145 (sagase_configure_package) CMakeLists.txt:309 (configure_python_qt) -- Configuring incomplete, errors occurred! -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Tundra goes to web.
On Wed, 2011-12-28 at 18:10 +0200, Jukka Jylänki wrote: A small teaser of an upcoming project I got started on during this holiday season. http://dl.dropbox.com/u/40949268/TundraWebPlugin.png Cool stuff! The image shows Tundra scenes embedded to web pages in Firefox and Chrome on Windows. The feature is very experimental (read, hacks all We are also continuing on the web client front, with the different approach of not using Ogre Qt but stuff that's available in the browsers. I see the whole browser issue as two fold, meaning either tech that: a) Works in a browser, so the user can open the world by opening the familiar web browser and going to the right address. This is what the plugin gives, and it can make a diff as people don't need to open separate applications. The difference is not huge compared to using the full client application, though, as you still need to download+install, and also the current client opens automatically from web page logins. But it might still make a crucial difference. b) Runs without installing anything manually. This is the idea in the WebNaali (or WebTundra if you prefer) effort with websocket webgl - it just works when those techs are available, without any downloads or installs. There's now a project that's interested in the b) approach, but that requires voice (mumble-like talking with people). Reading the mic etc is not available in browsers yet (WebRTC is in the works though), so we've now been testing Flash. Flash client techs somewhat fit the b) 'no install' requirement as some 90% of users have it preinstalled (for example youtube still doesn't work without it by default). For voice-in-browser / flash based voice we've now settled on at least testing the pretty neat looking open source tech from http://bigbluebutton.org/ . Also making a mumble voip plugin was in the list of options - i suppose it can work in the plugin you've been working on? An interesting thing with Flash now is that it now (finally!) has hardware accelerated 3d rendering support too. Even Unity3D has it as an export target in the 3.5 developer beta that came out just before christmas. Worked ok in our tests so far. Requires updating Flash to the new version (11), though, but perhaps people do that anyway and new machines seem to come with it preinstalled (at least a new macbook did). We are now making scene rendering tests with the open source away3d flash lib, which might be suitable for making a reX / Tundra compliant client (similar to WebNaali). Benefit of Flash over WebGL is that it works in all browsers (i.e. including Internet Explorer) and it may possibly be faster (if that stage3d api does more in native code, haven't checked nor tested yet). And presumably it works similarily in all browsers (with webgl firefox is currently at least sometimes much slower than chrome - opera is getting it too in 12 but we haven't tested that). With the AIR runtime it may also work in iOS (iphoneipad) and android devices, but I understood that those don't have the 3d support yet. No one seems to be a great fan of Flash nowadays (except the makers of unity3d flash support who seem enthusiastic about that new runtime :), but it can anyhow be a practical solution now in that customer project for which we are making the tests. We can probably tell the results later (by late January) and if it results in making some kind of a reX client hopefully have that as open source normally etc. Flash itself is proprietary but it doesn't prevent doing open source projects on top of it, there are many out there. This approach is parallel to how Unity Web Player works. Perhaps it becomes a stable part of Tundra in the future. Yes this might well complement the native Tundra offering. BTW Unity3d also seemed to have a Google Native Client (NaCl) version of the player now - that's pretty cool as that way native code can be just downloaded and executed, in a secure sandbox, automatically without manual installs. Unfortunately is again a Chrome only tech so far, the spec is open and they hope other browser makers would implement it too but I don't know if anyone will. jj ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar model
On Dec 20, 2011, at 3:59 PM, Ali Kämäräinen wrote: Unfortunately these files seem to be vanished from the web. Luckily I could locate them otherwise and they are now hosted at my personal DropBox: http://dl.dropbox.com/u/16413694/rex/realxtend_avatars_3dsmax.zip http://dl.dropbox.com/u/16413694/rex/realxtend_avatars_obj.zip Great, thanks! Also coincidentally we need the sources (blends) of the new avatars by Boris now again, he should be really putting them available this time .. so with some luck I can give URLs tomorrow for those too. Ali Kämäräinen ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] blender conference talk video
is up on youtube, thanks for the bconf folks - i posted about it to the http://www.realxtend.org/ blog .. http://realxtend.wordpress.com/2011/12/16/tundra-and-blender-integration-demo-presentation/ will need to install blender2ogre on more computers and configure it fully for the nice integration to work etc., has been really nice to have at hand -- thanks Brett for the work, and help with preparing the demo too! ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] blender conference talk video
On Dec 16, 2011, at 1:49 PM, Ali Kämäräinen wrote: Nice presentation Toni! Hopefully stirred some new interested in realXtend and Tundra. Thanks. And it certainly did! Was fun later that afternoon and also during the conference dinner in the evening, people came wondering if their scenes would work. They had they laptops and we just got the blends over with a mem stick, opened them in my laptop in Blender, pressed blender2ogre/rex's world update button, and saw it working ok there in Ogre :) .. and we could then use Tundra's EC editor etc to put SkyX in etc. One person had exactly that need: he needed a good realtime sky vis thing. Otherwise he was happy already with the Blender GE. Other is a French robots lab where they currently already use the Blender GE to simulate environments for robot AI. The AI doesn't know whether it is in RL or just in simulation. They have need for networked things now, so reX-Tundra is interesting. We encountered only one prob: the still missing inverse kinetics. But that's a story on it's own. And one person had nice laser scans, from the Acropolis in Greece actually - we tested it with the raw data, it ran fine (25fps in blender and 50 in tundra-ogre). 700k faces iirc. He had also the cleaned-up optimized ones, but was interesting to see that heavy one. That took a bit of work, eventually I just disabled raycasting alltogether .. as it always crashed in the somehow invalid mesh data. Was a bit tricky to use when couldn't use mouse to select objects for editing, or use the 3d gizmo, but basically ok using scenestruct to find them etc :p But was fun to hack that after the dinner in the restaurant (film museum, actually). A couple of guys watched it from the start, the gdb debugging, so then got a tour of the codebase as i made the hack :p Ali Kämäräinen ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] For Interest: Dipping a toe in the Open Wonderland
technologies and jME would certainly work, but we don't know if Java is a way to go there, so far have been enthusiastic with the WebGL + Javascript based WebNaali thing. Were you able to test Wonderland's voice BTW? I wasn't yet but heard it's ok - might be interesting to use that in WebNaali (browsers can't do VOIP yet without plugins). Thanks for sharing the experience! ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] How to add our own function to Tundra2?
On Nov 30, 2011, at 9:05 PM, Zhao Boxuan wrote: I just downloaded the Tundra2.1.3 and its source code. I am planning to develop some motion planning demos on Tundra2. However, the documentation seems outdated and there is no instructions for how to edit the .txml file to make a new scene(add some CAD models) or add We usually make scenes, at least any more complex ones and when doing new polygon modelling, in a modelling app like Blender or 3ds max or Maya or such. From those you can export in the dotscene (.scene) format which is sometimes used with Ogre, and which Tundra can import directly. The new blender exporter (blender2ogre) can also do txml, and has a nice live preview system. If you just make a simple scene with existing meshes, you can just drag drop those from filesystem to the tundra 3d window, to add them to your scene. With shift-e you get the entity-component editing window open, and that also enables the simple 3d manipulation gui. TXML is not usually edited by hand, but Tundra with the scene structure entity component editors, + the 3d manipulation tools, is the editor. some new callback function(like mousemove callback or keyboard callback). The only thing now I can do is use the default demo. The example scenes / applications are in the 'scenes' directory in release (bin/scenes/ in the source repo). Many of those have callbacks. The documentation of the core input api InputContext object, which has signals KeyEventReceived and MouseEventReceived, is at http://www.realxtend.org/doxygen/class_input_context.html#a0656a7bd87ae184eacaf1759169dbe05 Many applications, for example the simple reference / default avatar thing, uses entity actions for input .. e.g. https://github.com/realXtend/naali/blob/tundra2/bin/scenes/Avatar/simpleavatar.js#L431 .. but that may not be necessary for you if you don't need to send your commands over the network to server. Could anyone tell me how can I start? The interactive Python console, bundled in the SDK release, is one way to explore the api .. put test functions to key handling etc. And JS with the automatic reloading is really nice -- just make a js file and e.g. that to a EC_Script in your scene (almost all of the example scenes do this), or to your plugins.xml to load at startup .. The default free camera js is loaded by https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/startup/cameraapplication.js from jsmodules/startup/ folder. the actual free cam script is also a nice example, with mouse and keyboard handling https://github.com/realXtend/naali/blob/tundra2/bin/jsmodules/camera/freelookcamera.js You can also just do this to run a script: Tundra.exe --file /my/project/myscript.js .. to run that code at startup, and e.g. start listening to the mouse etc. Besides, I have some python script. I see there is a project called PythonScriptModule, so it seems like I can import my python script. Could anyone give me a short instruction to deal with that, or somewhere I can get help? Python plugins can also be put to plugins.xml for loading -- there are a few ones ported to tundra2 now in the repo (the irc relay and the websocket server i think). There are also some unit tests written in Python which perhaps give the feel of the api nicely: https://github.com/realXtend/naali/blob/tundra2/bin/pyplugins/lib/apitests.py So there's some pointers, please ask more to not get blocked. We are working towards next release, porting demos and updating docs etc also, but are happy to help here in the meantime too. And on #realxtend-dev on freenode irc. Cheers, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar model
On Nov 24, 2011, at 3:21 PM, Jonne Nauha wrote: Google code download section has this http://code.google.com/p/realxtend-naali/downloads/detail?name=Naali-ExtraAvatars.zip Those are the old ones, though -- the current default ones e.g. on the www.realxtend.org demo server are from the 4avatars project by Boris et al, are those available somewhere? They have the motion captured animations etc. LVM / Chesapeake bay has other nice ones made with Evolver, AFAIK those are with the reX creative commons license too. Jonne Nauha ~Toni On Thu, Nov 24, 2011 at 3:04 PM, Teemu Siltanen teemu.silta...@gmail.com wrote: Hi, Is there anywhere downloadable version of the model used to create existing meshskeleton of avatar? With some googling it seems that it at least has been available at http://realxtend.org/page.php?pg=downloads under Additional files, but those links are broken now (I suppose that page shouldn't exist since there are no links leading to it anywhere on http://realxtend.wordpress.com/). -Teemu -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar model
On Nov 24, 2011, at 3:48 PM, Teemu Siltanen wrote: I quess blender files would work fine as long as they are in modifiable format. I couldn't find them by googling though, but if someone can upload them somewhere it would be nice. Boris said (in IM) that he can put them up, not right now but soon (I understood that within hours or a day or so). -Teemu ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] display Tundra 2.1.3 on internet browser
On Nov 1, 2011, at 8:25 AM, Mikko Pallari wrote: AFAIK WebNaali currently works only on Chrome 13. Web socket implementation has changed in Chrome's later version and that is why it doesn't work on 14 or 15. I don't know if there has been any development since I last checked, but this was the status few weeks ago. I actually got the basic port to a new websocket lib done last week on Friday evening (as part of preparing demos at the Blender conference..). Also the port of the websocket server to Tundra 2. It now works with current dev Chromes (14, 15, and I hope the 16 and 17 and whatever they have). Is currently in a branch, as had to do a little hack in the core AssetModule (to not try to communicate asset storage info with the knet mechanisms to websocket clients): https://github.com/realXtend/naali/commits/websocket Next steps are to test more, update the demo, merge to mainline for the next release etc. Hopefully all that happens this week! As for the scene itself, it needs to be in collada format for the browser. I think that this is the latest readme for setting the service up: https://github.com/realXtend/WebNaali/blob/master/README.mediawiki Yep, instructions and documentation are to be improved, but have to get it fully working first. Mikko ~Toni On Tue, Nov 1, 2011 at 6:36 AM, chatpakorn prasertsung jaja...@gmail.com wrote: Hi guys, just wonder, I have seen web-nali which can display on Crome and firefox. just a quick question... I have a Tundra scene created on version 2.1.3 and would like to display/run on internet browser... is it possible at this stage? can anyone guide me how to do or where can I find the information? thanks Neil -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Blender2Ogre 0.5.6 beta
On Sat, 2011-10-29 at 01:46 -0700, MasterJ wrote: actually i have try to upload 2 cube, one big yellow and one little pink but on tundra i only have the big yellow cube any idea how to upload them all? if i'm right i must select all i want to upload before doing it right? Yes, it syncs selected objects, so for full scene just select all (ctrl-a). I had problems with several cubes, it always replaced the old one with the new when changed selection or something. When added several differently named meshes (cube, cylinder, suzanne, sphere, ..) they all showed and worked independently correctly. So I think it is some naming conflict with the cubes, didn't quite get nor debug it yet. My presentation with general Tundra demoing + blender2ogre usage is today at 1545 dutch time (now is 1122 so in 4,5hours), link to stream is at http://www.blender.org/community/blender-conference/ .. hopefully it works then too! *fingers-crossed* .. has been quite reliable actually *knocked-on-wood*. Brett may will join remotely from Manila, Philippines, too :) MasterJ ~Toni On 27 oct, 12:30, Toni Alatalo t...@playsign.net wrote: Thanks for the updates, Brett! I made some fixes to make it work properly for me: * Tundra launching sets Tundra's working directory correctly * (commented out lots of debug prints about material parsing) * Removed the use of the bpy namespace in the networking thread -- this fixed a Blender stall that got otherwise always when deleted objects Pushed those to my clone inhttps://code.google.com/r/antont-blender2ogre/source/list Am basically set now to demo at least the basics on Saturday (14pm Dutch time) at the Blender conference, let's talk more on irc / skype / something, perhaps could even arrange so that you could participate remotely in the presentation .. if there are questions from the audience etc. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Blender2Ogre 0.5.6 beta
Thanks for the updates, Brett! I made some fixes to make it work properly for me: * Tundra launching sets Tundra's working directory correctly * (commented out lots of debug prints about material parsing) * Removed the use of the bpy namespace in the networking thread -- this fixed a Blender stall that got otherwise always when deleted objects Pushed those to my clone in https://code.google.com/r/antont-blender2ogre/source/list Am basically set now to demo at least the basics on Saturday (14pm Dutch time) at the Blender conference, let's talk more on irc / skype / something, perhaps could even arrange so that you could participate remotely in the presentation .. if there are questions from the audience etc. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Keeping everything together
20.10.2011 20:20, Evan kirjoitti: I have to be able to run the Tundra server with the .txml, and within it, reference assets on the same server in a sub directory and not have to point to an HTTP source. The server can of course load them from it's local file system, but in that case the clients don't somehow automatically get them. So, with current code, the answer is no. You can of course put a http server on that server, and make that serve that subdirectory, if it is the directory layout you are talking about. If your need is to do Second Life style transfer of assets in the scene connection, that is possible to implement (Ludo has for example done something with knet asset transfers), but not available out of the box now. -Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] open/close door in Tundra2
On Oct 20, 2011, at 3:34 AM, chatpakorn prasertsung wrote: the example can apply with Tundra 2.1 right? can, yes, but does not now -- is untouched since 1.x (where worked), requires a little porting to 2 (just the usual *Raw removals in the .js etc) Neil ~Toni On Thu, Oct 20, 2011 at 3:52 AM, Toni Alatalo t...@playsign.net wrote: On Oct 18, 2011, at 5:38 AM, chatpakorn prasertsung wrote: I plan to have just a simple door open/close, by mouse click or auto when avatar close by. can any one guide me with one is more easier for starter? what step should I start to look into it? do we need to created animation before import the mesh file? There actually is a door example, in scenes/Door/ - bundled in release, and also available at https://github.com/realXtend/naali/tree/tundra2/bin/scenes/Door the source is https://github.com/realXtend/naali/blob/tundra2/bin/scenes/Door/door.coffee (when porting the door from python to javascript, used the opportunity to test Coffeescript -- that is a nice lang which is generated to js -- the coffee.js is what Tundra uses to run and that's readable too if you prefer normal js syntax) It is not ported to tundra2 yet and not documented, but works and is actually quite featureful. As the model uses a sliding door that is rigged and skeletally animated (in Blender). The door has also custom data, as it can be locked, and there are custom gui buttons to control it too. I have just little knowledge about coding in Action script , so is it possible to achieve it by my skill? or you think it is too complicate for me. It is simple, certainly doable with Flash .as experience (.as is also .js, and the Tundra js api is not awful). I port the example to current as soon as get a chance, and can answer questions in the meantime. Chatpakorn ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] realXtend server aborting on startup
On Oct 18, 2011, at 5:22 PM, Warren wrote: start Tundra.exe --server --headless --protocol UDP --file C:\tundra 2. Fails after the following lines: Renderer: Initializing Ogre *-*-* Initializing Ogre *-*-* Version 1.7.3 (Cthugha) One of the output lines of code from Tundra reports we are trying to start Tundra as a Windows GUI and then proceeds to open a command prompt and then begins the startup. would using the nullrenderer help here? did it work just by editing Ogre's config, disabling the direct-x opengl plugins? like this in plugins.cfg # Render systems Plugin=RenderSystem_Direct3D9 Plugin=RenderSystem_GL Plugin=RenderSystem_NULL to: #Plugin=RenderSystem_Direct3D9 #Plugin=RenderSystem_GL Plugin=RenderSystem_NULL i can test when am on windows at some point, now on a mac. i wonder what that 'start as Windows GUI' means exactly. Warren ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Web Cam
On Oct 14, 2011, at 7:17 PM, Evan wrote: possibly help me with the syntax for the Entity, Component and Attributes for implementing the EC_MediaPlayer into the .txml file? You don't usually edit the XML by hand - instead, use the scene entity editing GUI, for example: - open scenestruct (shift-s or menu - view - scene) - right-click on the entity where you want to show a video stream - choose 'add component' - select MediaPlayer in the dropdown dialog - after adding the component, doubleclick on the entity to get it open in EC-editor and set the params * they are update live, not only to you but to only clients - save the scene from scene-window - rightclick - 'save scene as' when done. Evan ~Toni On Oct 14, 10:40 am, Jonne Nauha jo...@adminotech.com wrote: That webcam module I made wont help you get image from web or share you webcam to others. It was only meant for local viewing of webcam, which is not very useful tbh. We do however have EC_MediaPlayer that can play video streams. So just get the webcams stream url and put it to the ECs media ref and hit play, see what happens. Remember to keep the streaming allowed boolean true (the default). Make some mesh, then apply EC_MediaPlayer to the same entity. Check interactive true, youll get a menu when you click the screen to play/pause/show 2D player widget. Best regards, Jonne Nauha Adminotech developer On Fri, Oct 14, 2011 at 3:21 PM, Evan cyber...@gmail.com wrote: Heyall, I see mention of a web cam at http://wiki.realxtend.org/index.php/Getting_Started_with_Tundra under 1.0.6 features and am wondering if there's a way to implement it in Tundra 2.1.1. I'd like to be able to view a webcam I have setup remotely. Thank you ever again, Evan -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Web Cam
On Oct 14, 2011, at 7:57 PM, Toni Alatalo wrote: * they are update live, not only to you but to only clients bleh sent too quickly tired, made confusing typos apparently -- tried to mention: they (the parameters in ec editor) are update live, not only to you but also to other clients hopefully using the tools works for you! - save the scene from scene-window - rightclick - 'save scene as' when done. Evan ~Toni On Oct 14, 10:40 am, Jonne Nauha jo...@adminotech.com wrote: That webcam module I made wont help you get image from web or share you webcam to others. It was only meant for local viewing of webcam, which is not very useful tbh. We do however have EC_MediaPlayer that can play video streams. So just get the webcams stream url and put it to the ECs media ref and hit play, see what happens. Remember to keep the streaming allowed boolean true (the default). Make some mesh, then apply EC_MediaPlayer to the same entity. Check interactive true, youll get a menu when you click the screen to play/pause/show 2D player widget. Best regards, Jonne Nauha Adminotech developer On Fri, Oct 14, 2011 at 3:21 PM, Evan cyber...@gmail.com wrote: Heyall, I see mention of a web cam at http://wiki.realxtend.org/index.php/Getting_Started_with_Tundra under 1.0.6 features and am wondering if there's a way to implement it in Tundra 2.1.1. I'd like to be able to view a webcam I have setup remotely. Thank you ever again, Evan -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Mouse look/rotation doesn't work on AvatarApp with too many entities in Tundra 2 scene
On Oct 11, 2011, at 2:46 PM, Teemu Siltanen wrote: Am I really only one with this problem or are everyone else using their custom-made avatar scripts? I removed Tundra 2.0 and installed Tundra 2.1.1 without any traces of old version and still I have some problem with Avatar-demo. It looks like the Avatar-entity loses mouse-inputmapper totally when its entitynumber is around 100 and up. I was not able to repeat this. Did this on Tundra 2.0 on Mac OS X: * start bundled avatar.txml (./Tundra --server --file scenes/Avatar/avatar.txml) * select Fish entity in scenestruct, press command-c to copy it, and hold command-v to get 100 copies of it (* watch the hilarious events as a constant stream of huge fishes spawns on top of each other and physics make them fly around :) * login to the server with a client (./Tundra --config viewer.xml --storage scenes/Avatar/) * got an av ok, could move with it etc. I've been banging my head to this for some time now and I would greatly appreciate if anyone could help me with this. As no one has been able to repeat so far, I think is best to debug in your environment. - Teemu ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Mouse look/rotation doesn't work on AvatarApp with too many entities in Tundra 2 scene
On Oct 15, 2011, at 3:02 AM, Toni Alatalo wrote: Tundra 2.1.1 without any traces of old version and still I have some problem with Avatar-demo. It looks like the Avatar-entity loses mouse-inputmapper totally when its entitynumber is around 100 and up. was not able to repeat this. Did this on Tundra 2.0 on Mac OS X: oh I think something weird did happen to me too: mouse scroll (to move cam closer / further from av, the third person cam) continues to work, but looks as if doing the rotation with rightbutton-drag stops working. connected a mouse to the mac to be able to test better. will test on other platforms too later. as Jonne said there are scenes with hundreds of entities, which are used with av app, and we haven't been aware of probs .. i guess people do use mouse rotate for av so often that it would have popped out. is possible that is a version diff, at least the admino hosting system has some modified version of the av app. ~Toni same. -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] localDir
On Oct 13, 2011, at 7:07 PM, Evan wrote: Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. You need to put your dir somewhere to where there is HTTP access. Your personal webspace, or even dropbox, works for developing and testing. Some web hosting service then for for lots of usage. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? --file is good for the server, to load the scene. Similar to how you can load OAR archives in Opensimulator, if you have happened to use that earlier. But indeed the assets need to be on the web. The TXML doesn't need to be on the web, as the scene data that is read from it on the server, is what is synched from Tundra server to clients when you login and use the server. I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. Almost everything is the same as for 1 series, the change to 2 was more in the internals. The new thing in 2 is that you don't need to convert asset references (e.g. my.mesh) in your txml when you use it on the server, as the server can tell a base url like thing (default storage, the url prefix basically) during login. I appreciate all help, even if it's a step by step. Thank you :) .. so at least now you know that need to use some http server for http access -- Tundra itself doesn't have one for asset serving purposes (it does have some http handlers in optional modules for other purposes). I've so far been doing the annoying asset ref conversions (with scene publishing scripts) that Tundra1 required, am still not fully familiar with the base url / relative refs / default storage thing in 2 .. but have seen the console messages from it when running Tundra recently, and seems that it worked correctly automatically for me. Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: localDir
13.10.2011 19:33, Evan kirjoitti: According to http://groups.google.com/group/realxtend-dev/browse_thread/thread/166a75aa4a8ef0d9 assets do not need to be placed where there is HTTP access using 'localDir=' in 'HttpAssetStorage' Ah now I know what you mean -- that localDir setting is apparently to tell the server process that it can load the files directly from disk, in the case that they are hosted on the same machine. But also with that you still need something else, e.g. a http server, to provide them for clients. There is currently no mechanism to transfer assets from the simulation to clients, in the client connection, but instead external connections (often to separate asset servers) are used. We know that it's different in SL originally, and transferring assets in the same knet tundra connection would be possible, but is not there now. Also Linden introduced using http for textures a while ago. Anyhow, perhaps just using a web server works for you too? Mac OS X comes with apache that is easy to enable from preferences, Windows comes with IIS iirc and you can install apache or whatever, and is well supported in the Linux lands of course. Or? Evan ~Toni On Oct 13, 11:18 am, Toni Alatalot...@playsign.net wrote: On Oct 13, 2011, at 7:07 PM, Evan wrote: Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. You need to put your dir somewhere to where there is HTTP access. Your personal webspace, or even dropbox, works for developing and testing. Some web hosting service then for for lots of usage. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? --file is good for the server, to load the scene. Similar to how you can load OAR archives in Opensimulator, if you have happened to use that earlier. But indeed the assets need to be on the web. The TXML doesn't need to be on the web, as the scene data that is read from it on the server, is what is synched from Tundra server to clients when you login and use the server. I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. Almost everything is the same as for 1 series, the change to 2 was more in the internals. The new thing in 2 is that you don't need to convert asset references (e.g. my.mesh) in your txml when you use it on the server, as the server can tell a base url like thing (default storage, the url prefix basically) during login. I appreciate all help, even if it's a step by step. Thank you :) .. so at least now you know that need to use some http server for http access -- Tundra itself doesn't have one for asset serving purposes (it does have some http handlers in optional modules for other purposes). I've so far been doing the annoying asset ref conversions (with scene publishing scripts) that Tundra1 required, am still not fully familiar with the base url / relative refs / default storage thing in 2 .. but have seen the console messages from it when running Tundra recently, and seems that it worked correctly automatically for me. Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Avatars on Local Host
On Oct 13, 2011, at 10:11 PM, Evan wrote: Even when I load the avatar.txml scene as the server, I'm inside a camera and not an avatar. That avatarapplication.js does not give avatars to the server, only to clients that connect to a server where the av app is running. The appearance file it uses is default_avatar.avatar -- a reX av xml file that points to Jack.mesh. Apparently with local:// refs now in at least the 2.1.0 release which am using on this mac. To get avatars show, you need clients to find that av xml and the meshes (and further the materials and textures) used. ~Toni On Oct 12, 4:22 am, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, The easiest way is to use the existing Avatar demo scene in bin/scenes/Avatar and add it to your own scene/application. See this recent thread for more information:http://groups.google.com/group/realxtend-dev/browse_thread/thread/1e4... Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar in avatar scene do not move
On Oct 12, 2011, at 11:53 AM, Daniele Zanni wrote: I am new here. I was trying during these days the realXtend Tundra environment (2.1.1). Anyhow, launching the Avatar demo I get a Error: TypeError: Result of expression 'scene.EmitEntityCreatedRaw' [undefined] Error: anonymous()@local://avatarapplication.js:113 The *Raw in the function name suggests this version of the av app would be old. Is it from the release? Current avatarapplication.js in my dev env doesn't have 'Raw' anywhere. Is unchanged since 2.1.* releases, so just using the js from the release should work. *Raw was a workaround we needed in Tundra1 which has been removed since, the kind of syntactical javascript changes that the conversion tool in tools/tundra1-js-to-tundra2.py handles .. apparently doesn't have this emit thing there though. Daniele Zanni ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Logging chat messages
On Oct 10, 2011, at 12:16 PM, Carlos wrote: Please, could you help me about how can I log the chat messages in centralized database? Are you talking about the simple js chat app in Tundra demo scenes? With that you can either just add your db saving code straight there, or make another script/module that listens the the chat app actions and does the saving. The place directly in the app itself is where the server receives relays the messages in: https://github.com/realXtend/naali/blob/tundra2/bin/scenes/ChatApplication/ChatApplication.js#L45 And an example of a separate module that works with the chat app is: https://github.com/realXtend/naali/blob/tundra/bin/pymodules/irc/serverrelay.py Doing the db stuff is normal, the same way as you would otherwise with your db programming language of choice (c++, qtscript (js with the qt apis) and python being the options that you have ready at hand here). Carlos M. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Content not loading on Localhost
On Oct 11, 2011, at 6:11 AM, Evan wrote: In CMD I do: Tundra.exe --headless --server --ogrecapturetopwindow I run the client from Start Menu and connect to 127.0.0.1:2345 and I get the black screen, no problem. I then take my .txml file (at E:\RealXtend\OgreMeshTests\) and drag and drop and go through the motions to add the object. When working locally, I usually do this a bit diffently: 1) have a dir with my project, with the scene txml 2) open the server by specifying that txml, either: a) doubleclick the txml b) do Tundra --file d:\myproj\myscene.txml Then if need to connect to it in client mode too, start a client with --storage d:\myproj\ option. Nowadays the server can also communicate this storage conf to the client, but iirc it requires setting some additional param to the server. Ali gave the instructions once on irc, --help doesn't seem to doc that, we need to add it there and in some docs I figure. When I click Add Content it just hangs and in the server window I get a message in yellow Warning: Server specified the client to use the storage System as default, but it is not a replicated storage! The procedure above sets d:\myproj\ as the default storage on the server. If you just do plain Tundra.exe without --file or --storage, it uses 'System' storage, which IIRC is the data folder in the program files or your windows appdata or somewhere, not usually the thing that you want anyway. With the way described here, dragdropping meshes or txml snippets etc. adds the referenced assets (materials, textures) etc. to your project directory automatically. For just building a scene you don't need separate server and client, but can just run Tundra (as what I call) standalone .. if you omit --headless from the server run, it works like a viewer for building (but doesn't get avatars, client side chat ui etc. because those scripts are specified to give the ui in client mode only). Hopefully this clarified something, ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: tundra1 to 2 conversions (Re: [realXtend] black screen after login for Tundra 2.0)
On Sep 25, 2011, at 7:45 AM, hui ning hning...@gmail.com wrote: Could Tundra 2 read in scenes in Tundra 1 format? When Tundra Yes I think that is the way for static content - add a feature that does the coordsys change (just one rotate). client2 login to login.realxtend.org, is the scene of Tundra2 format or Tundra1 format? That has been 2.0.0 since the release of that. We are now preparing 2.1.0, more info about that in a few days. It doesn't change the scene format, is more about internal and networking improvements. - Hui -Toni On Thu, Sep 22, 2011 at 9:19 PM, Toni Alatalo t...@playsign.net wrote: On Sep 23, 2011, at 1:17 AM, hui ning hning...@gmail.com wrote: Could I use Blender to read back the created *txml and associated scene attribute files? Not currently, there is no txml import for blender AFAIK. Would be simple to add though. Both b2rex and now also blender2ogre (brett's tundra exporter have expwrimental Blender live connection, though. And b2ogre can write txml. Could read it too .. But usually we have the original blend anyway already. - Hui -Toni On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo t...@playsign.net wrote: On Sep 22, 2011, at 11:29 AM, hui ning wrote: http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64), somehow it did not execute. weird, i can probably test later today. unless someone else digs up the ported physics scene earlier. What's the typical procedure to port a scene to 2.0? for this physics one is best to use the already ported version, but in general, there is two areas: 1. coordinate space In tundra1 (and earlier versions of Naali before that) we used the second life / opensim coordinate system, where z is up (i don't remember the handedness). this was hardcoded in some places. In tundra2 there is no similar hardcoding, you can basically put your objects which way you want, and it also works to just open tundra1 scenes and they show correctly. But there are many places that assume the usual Ogre coordinate system, where y is up: skyx, hydrax, how our bullet physics does gravity, the avatar application etc. So to convert from 1 to 2 we often need to rotate the scene. I haven't actually done that myself yet, was originally planning making a standalone converter script for it, but later learned that perhaps is simpler actually to make Tundra2 support opening t1 files and doing that conversion then (e.g. just have a menu entry for it). For Pong I just re-imported the blender-made .scene file to t2 so got all the objects right. 2. scripting api for apps with scripting there is a lot of small syntactic changes, this conversion tool is the best documentation we have for those so far .. the replaces at https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85 - Hui ~Toni On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander glena...@exemail.com.au wrote: I had SkyX et.al. running beautifully on 2.0pre (where that screenshot came from too). Haven't had time to get 2.0 working with my own scene (that the .pre was happy with) yet, so can't speak for that release. On Thursday September 22 2011 07:18:01 Toni Alatalo wrote: Ah, indeed, this screenshot from the original tundra2 preview email shows the Physics demo with SkyX and HydraX: http://80.75.107.153/Tundra2/SkyXHydrax.png Didn't download the exe to see if it's there, as am on mac now. That's http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe Ali Kämäräinen ~Toni Glenalec -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
tundra1 to 2 conversions (Re: [realXtend] black screen after login for Tundra 2.0)
On Sep 22, 2011, at 11:29 AM, hui ning wrote: http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64), somehow it did not execute. weird, i can probably test later today. unless someone else digs up the ported physics scene earlier. What's the typical procedure to port a scene to 2.0? for this physics one is best to use the already ported version, but in general, there is two areas: 1. coordinate space In tundra1 (and earlier versions of Naali before that) we used the second life / opensim coordinate system, where z is up (i don't remember the handedness). this was hardcoded in some places. In tundra2 there is no similar hardcoding, you can basically put your objects which way you want, and it also works to just open tundra1 scenes and they show correctly. But there are many places that assume the usual Ogre coordinate system, where y is up: skyx, hydrax, how our bullet physics does gravity, the avatar application etc. So to convert from 1 to 2 we often need to rotate the scene. I haven't actually done that myself yet, was originally planning making a standalone converter script for it, but later learned that perhaps is simpler actually to make Tundra2 support opening t1 files and doing that conversion then (e.g. just have a menu entry for it). For Pong I just re-imported the blender-made .scene file to t2 so got all the objects right. 2. scripting api for apps with scripting there is a lot of small syntactic changes, this conversion tool is the best documentation we have for those so far .. the replaces at https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85 - Hui ~Toni On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander glena...@exemail.com.au wrote: I had SkyX et.al. running beautifully on 2.0pre (where that screenshot came from too). Haven't had time to get 2.0 working with my own scene (that the .pre was happy with) yet, so can't speak for that release. On Thursday September 22 2011 07:18:01 Toni Alatalo wrote: Ah, indeed, this screenshot from the original tundra2 preview email shows the Physics demo with SkyX and HydraX: http://80.75.107.153/Tundra2/SkyXHydrax.png Didn't download the exe to see if it's there, as am on mac now. That's http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe Ali Kämäräinen ~Toni Glenalec -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: tundra1 to 2 conversions (Re: [realXtend] black screen after login for Tundra 2.0)
On Sep 23, 2011, at 1:17 AM, hui ning hning...@gmail.com wrote: Could I use Blender to read back the created *txml and associated scene attribute files? Not currently, there is no txml import for blender AFAIK. Would be simple to add though. Both b2rex and now also blender2ogre (brett's tundra exporter have expwrimental Blender live connection, though. And b2ogre can write txml. Could read it too .. But usually we have the original blend anyway already. - Hui -Toni On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo t...@playsign.net wrote: On Sep 22, 2011, at 11:29 AM, hui ning wrote: http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64), somehow it did not execute. weird, i can probably test later today. unless someone else digs up the ported physics scene earlier. What's the typical procedure to port a scene to 2.0? for this physics one is best to use the already ported version, but in general, there is two areas: 1. coordinate space In tundra1 (and earlier versions of Naali before that) we used the second life / opensim coordinate system, where z is up (i don't remember the handedness). this was hardcoded in some places. In tundra2 there is no similar hardcoding, you can basically put your objects which way you want, and it also works to just open tundra1 scenes and they show correctly. But there are many places that assume the usual Ogre coordinate system, where y is up: skyx, hydrax, how our bullet physics does gravity, the avatar application etc. So to convert from 1 to 2 we often need to rotate the scene. I haven't actually done that myself yet, was originally planning making a standalone converter script for it, but later learned that perhaps is simpler actually to make Tundra2 support opening t1 files and doing that conversion then (e.g. just have a menu entry for it). For Pong I just re-imported the blender-made .scene file to t2 so got all the objects right. 2. scripting api for apps with scripting there is a lot of small syntactic changes, this conversion tool is the best documentation we have for those so far .. the replaces at https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85 - Hui ~Toni On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander glena...@exemail.com.au wrote: I had SkyX et.al. running beautifully on 2.0pre (where that screenshot came from too). Haven't had time to get 2.0 working with my own scene (that the .pre was happy with) yet, so can't speak for that release. On Thursday September 22 2011 07:18:01 Toni Alatalo wrote: Ah, indeed, this screenshot from the original tundra2 preview email shows the Physics demo with SkyX and HydraX: http://80.75.107.153/Tundra2/SkyXHydrax.png Didn't download the exe to see if it's there, as am on mac now. That's http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe Ali Kämäräinen ~Toni Glenalec -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org