Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-08-01 Thread John Lester
I'm late to the party here, but...wow.  This is the most interesting and
enlightening discussion I've ever seen about the affordances of Opensim and
Unity.  This thread needs to be referenced in a FAQ somewhere!

Fleep already nailed my own perspective on things.

To contribute something of my own, I like the idea of trying to summarize
the most unique and most important affordances of each platform in a single
sentence.  Here's my attempt.

Opensimulator: Collaborative in-situ content creation using atomistic
building tools in an open source client/server environment that has the
potential to grow into an interconnected constellation of mutliuser virtual
worlds.

Unity: A game-focused development environment leveraging industry-standard
content creation tools and programming languages to allow the deployment of
single or multiuser experiences across as wide a range of platforms as
possible.

- Pathfinder

[image: John Lester on about.me]

John Lester
about.me/pathfinder
  http://about.me/pathfinder“If you want to build a ship, don’t drum up
the men to gather wood, divide the work and give orders. Instead, teach
them to yearn for the vast and endless sea.”  -Antoine de Saint-Exupéry


On Tue, Jul 22, 2014 at 3:37 PM, Robert Martin robertl...@gmail.com wrote:

 what i would like to see in a viewer is

 1 the ability to disable loading of chunks (if i do not use the voice
 parts let me not load them at all)

 2 a way to load the stuff in your sight range FIRST (why are you
 loading the ground texture when im at 20K altitude)

 3 better support for small screens (hint im running on a netbook with
 1024X600 screen)

 4 this is a wild dream but an embedded sandbox sim with a single
 hardcoded account would be grand.


 i suppose the human kit is nice but 20 gigs?? i couldn't do that with
 SoAS MakeHuman Gimp and Blender without having like 12 gigs of
 content.
 btw are we muggles going to get to play sometime??

 On Tue, Jul 22, 2014 at 1:47 PM, Justin Clark-Casey
 jjusti...@googlemail.com wrote:
  I wouldn't agree that people don't want to use virtual worlds as a
  communication medium.  I suspect it depends heavily on the context.  For
  instance, I'm currently involved with a student programme where many
  meetings are held in-world and there don't seem to be too many problems
  apart from occasional Vivox issues.  In another context, we hold in-world
  meetings all the time for OSCC planning and that seems to work pretty
 well -
  for instance I could post up performance report graphs in world without
  having to direct people to an external website.
 
  But I do agree that ease-of-use is a major issue.  I think it would be
 very
  interesting to see a viewer that provided a configurable way to strip out
  the features that aren't needed in particular situations (e.g.
 education).
  I think Firestorm provides skinning that can do some of this, but these
  viewers are still pretty oriented towards Second Life and so that stuff
  doesn't have much focus.  Making such a viewer is something I would do
  myself if I had double the amount of time I do now :)
 
 
  On 22/07/14 09:14, Tom Willans wrote:
 
  I agree with Justin about a big difference being to persistent metaverse
  and longer term social dynamics, formation of identity etc. I suspect
 that
  many educational uses think in one off terms eg a collaborative class in
  business collaboration even if there is concern about reuse of assets o
  reusable learning objects etc. Not the development of university,
 school or
  wider social network. Most Unity examples are one off uses eg teach
  sensitive sex education, help the emergency services learn to
 communicate
  etc. rather than an ongoing world of Warcraft scenario.
 
  So one question is what is OpenSim used for?
 
  It is also a fact that OpenSim is tightly coupled with Second a Life,
 and
  this is not unsurprising given its heritage and the vast, in comparison,
  user base there and technical advice. There is of course the very tight
 link
  in terms of viewer technology. It was this link that, in part, made me
  choose OpenSim over Wonderland for instance. Whilst I predominately use
  OpenSim now it is not on social grounds but as a platform.
 
  People do not want to use metaverses on the scale of other social media
 (
  viewing opensim as a social platform) or remote communication platform
 e.g.
  Skype meetings rather than OpenSim meetings.  I once suggested a
 meeting in
  SL - might as well of mentioned someone has BO; move on quickly. OpenSim
  also shares a lot with virtual reality platforms - I do hate that term
 e.g.
  CAVE which like Unity tends to have a one off. The Rift is narrowing the
  gap, and OpenSim/SL has been displayed in CAVE environments.
 
  Technologies such as the Oculus Rift and other potential haptic
  technologies may have a impact. I had to halt my experiments for a
 while as
  Cybersickness on the DevKit1 caused problems. Still the Rift did score
  highly on 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread Tom
Hi Ramesh,

I did not mean to drop a comment and disappear - focusing upon writing avoiding 
distractions. Doug captured my meaning in that I do not disagree with 
involvement or adapting for the student; quite the opposite. Synthetic 
environments are good interactive and collaborative environments - use them.  I 
also agree with Doug that what you have displayed could be done in Unity but it 
might involve a lot of extra work for you. I do hope that grant bodies do not 
limit themselves to unity only solutions or just using professional graphic 
designers. Some of the amateurs in SL and OpenSim are either very skilled or in 
fact hobby professionals, working within its constraints. I also get the 
impression that even now a lot of academics are trying to fit in development 
work on the side though so the in-world design tools help here. Whether this is 
sensible use of an academics time is another matter. 

Your and Kay's research look fascinating. I am not sure to what extent you mean 
by built in to the core? Do you mean that different scenarios can be readily 
set up by the instructors? Unity, SL, OpenSim all have their constraints and 
limitations. In both unity and Opensim avatars have limited scope for emotional 
expressions and translating external movement and gestures although OpenSim and 
SL has a lot of flexibility in terms of dress and attachments helping with the 
formation of identity. I am not sure about the rigging in Unity though. 

I seem to recall the SGI in a school fire awareness game were able to download 
and change some textures e.g. warning signs (not sure about other assets on the 
fly) downloaded from an external WikiMedia using Unity to cope with changes 
associated with different languages and countries in the EU.  Daden I think 
using OpenSim and SL developed a scenario editor. It might be nice if an easier 
front end to the OpenSim database would do the same. I came close to developing 
one in my Heritage business but could not see a way to make a financial return 
and pay the bills. Decided to do a PhD instead! 

Tom




On 20 Jul 2014, at 19:54, Dr Ramesh Ramloll r.raml...@gmail.com wrote:

 Hi Kay,
 'Even the online courses that utilize extensive instructor- or 
 institution-created materials always simultaneously utilize a textbook (to 
 insure the transmission of the relevant portion of the course-specific common 
 body of knowledge).  In turn, the textbooks I utilize in all of my courses 
 change each year.  Sometimes the textbook changes simply involve a 
 [maddening] re-sort of the chapters (to enable the publisher to change the 
 edition and sell more new copies of the text).  Still (and more importantly), 
 it is often the case that the material in the textbook changes (and these 
 changes need to be reflected in the course materials and activities).'
 
 This observation is spot ON. Actually we have to face exactly the same issues 
 for hazmat emergency response courses and I suspect this is true for most 
 fields.
 
 R
 
 
 On Sun, Jul 20, 2014 at 2:37 PM, Dr Ramesh Ramloll r.raml...@gmail.com 
 wrote:
 Hi Doug,
 'Collaboratively manipulating things that already exist is much easier, and 
 the basis of almost every multiplayer Unity game. You work with or against 
 your collaborator to whack the head off of some villain or uncover the 
 secrets of the story.'
 
 Just a note here, the system RezMela has already allowed instructors to 
 create a wide diverse range of stories, so there is not one story. The 
 malleable linkset does not contain a fixed number of parts, in fact, it grows 
 and shrinks, so it is not just direct manipulation. The 3D molecule model kit 
 I mentioned earlier for e.g. is in fact like a 3D editor, where atoms can be 
 created, duplicated, connected joined ... in another example, you could use 
 the same principle to teach garden design for e.g. where the task would be to 
 great various plants instances and rearrange to create new garden experiences 
 and so forth... 
 So again, when I talk about malleability, it is really well defined and 
 specific. I see it is being stretched too far so that it became 
 meaningless and I probably should coin another term.
 Glad Unity is working great for you. Point to us some clips, your success is 
 worth sharing absolutely, and will be very useful to me as I continue to 
 explore.
 Ramesh
 
 
 On Sun, Jul 20, 2014 at 10:24 AM, Kay McLennan mclennan@gmail.com wrote:
 On Sat, Jul 19, 2014 at 11:45 AM, Tom tom.will...@bessacarr.com wrote:
  
 ...For many educational uses adapting and changing objects is not needed...
  
 While it is true that some types of educational simulations are well suited 
 for static simulations (like a virtual tour of the inner workings of a human 
 body part or a historic recreation of a city), static (Unity platform-like) 
 builds are completely ill-suited for the types of online economics and 
 business studies college courses I teach.  
 
 Even the online courses 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread DrDoug Pennell
These folks have done some interesting work on creating characters that can be 
used in Unity.

https://vhtoolkit.ict.usc.edu/

Doug

 Your and Kay's research look fascinating. I am not sure to what extent you 
 mean by built in to the core? Do you mean that different scenarios can be 
 readily set up by the instructors? Unity, SL, OpenSim all have their 
 constraints and limitations. In both unity and Opensim avatars have limited 
 scope for emotional expressions and translating external movement and 
 gestures although OpenSim and SL has a lot of flexibility in terms of dress 
 and attachments helping with the formation of identity. I am not sure about 
 the rigging in Unity though. 
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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread DrDoug Pennell
Hi Kay,

I think what Tom meant (and definitely what I meant) is that adapting and 
changing objects on the fly in real time by more than one person is not needed. 
What I referred to as collaborative content creation - two or more 
people/students creating things that did not exist previously in world. 
Updating resources such as a textbook in Unity and rebuilding the environment 
is a quick and painless process. I rebuild my simulations on a regular basis to 
change a character or access a different AI data set. I just create a new URL 
for the new sim.

I completely agree that students don't have time to fuss with virtual world 
simulations that are not relevant to their courses. Nor do they have time to 
spend on orientation activities needed just to learn the interface. Anything 
that makes the experience easier and more relevant is desirable.

It seems like your environment is working well for you and your students so 
there is no need to switch. That is probably true for most folks on this list.

Doug 

 On Jul 20, 2014, at 10:24 AM, Kay McLennan mclennan@gmail.com wrote:
 
 On Sat, Jul 19, 2014 at 11:45 AM, Tom tom.will...@bessacarr.com wrote:
  
 ...For many educational uses adapting and changing objects is not needed...
  
 While it is true that some types of educational simulations are well suited 
 for static simulations (like a virtual tour of the inner workings of a human 
 body part or a historic recreation of a city), static (Unity platform-like) 
 builds are completely ill-suited for the types of online economics and 
 business studies college courses I teach.  
 
 Even the online courses that utilize extensive instructor- or 
 institution-created materials always simultaneously utilize a textbook (to 
 insure the transmission of the relevant portion of the course-specific common 
 body of knowledge).  In turn, the textbooks I utilize in all of my courses 
 change each year.  Sometimes the textbook changes simply involve a 
 [maddening] re-sort of the chapters (to enable the publisher to change the 
 edition and sell more new copies of the text).  Still (and more importantly), 
 it is often the case that the material in the textbook changes (and these 
 changes need to be reflected in the course materials and activities).  For 
 example, social media marketing is now one of the most important components 
 in the field of marketing but was barely mentioned in textbooks even as 
 recently as a few years ago.  Similarly, the cases in business ethics 
 textbooks continue to change at an almost exponential rate owing to the 
 abundance of new real work examples of unethical behavior (think GMC, BP, the 
 financial meltdown, GMOs, fracking, and more!).
 
 Further, college students (including traditional and non traditional aged 
 students) are pressed for time and require course-specific learning 
 simulations only.  That is, students do not have the time to explore virtual 
 world simulations that are only tangentially related to the course learning 
 objectives.  Rather, the virtual world learning simulations have to be graded 
 activities that are worth their time (in the sense of being detailed and 
 expansive enough to contribute specifically to their understanding of the 
 course material).  Again, in the same way high quality college textbooks and 
 online course sites require continual updates and upgrades, high quality 
 virtual world simulations need to be updated and upgraded -- to contribute 
 specifically to students' understanding of the course material.
 
 Also (and this is a BIG item), I am constantly thinking up (and testing) new 
 types of virtual world learning simulations.  In other words, my view is that 
 it would be too limiting to be only be able to create a simulation once.  In 
 contrast, right now, I currently have about 40 or more different types of 
 virtual world learning simulations in play [read:  that I collect student 
 feedback data on (based on student -- Likert scale-based -- views on the 
 interactivity, engagement, and contribution to learning outcomes for each 
 simulation -- see some of the early data collected at:  
 https://sites.google.com/site/fvwc12mclennan/student-survey-data-2)].  Note:  
 Over the years, students have provided excellent and surprising feedback.  
 For example, in the basic economics course I teach, I thought students would 
 be keenly interested in the Free Trade Game I built (with each student the 
 president/king/queen/dictator of their own island nation).  However, the 
 in-world PP slides (from my lecture notes that are also uploaded into my 
 course site) and the in-world vocabulary flash cards were rated markedly 
 higher than the Free Trade Game in every category.
 
 Note:  My college-level students almost universally [first] say they need 
 asynchronous virtual world learning activities ONLY (in keeping with how all 
 of my online courses are asynchronous).  However, after the students get some 
 experience with the 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread Fleep Tuque
I think Doug's experience pretty much sums up my own.

I remain interested in and supportive of OpenSimulator because it is open
source, it's the only platform cracking the metaverse nut, and it's the
only platform that supports certain use cases (like collaborative
prototyping).  I remain hopeful that it will evolve beyond its current
iteration to eventually be much easier to use.  But after 10 years of
introducing Second Life and OpenSimulator to probably thousands of people,
at this point, it's clear to me that the vast majority of faculty can't or
don't want to use it in its current format.  Even if they have a use case
that might take advantage of the platform's capabilities, the learning
curve and support overhead is still just way, way too darned high.

We switched to Unity three years ago for 99% of our work at UCSIM.  The
types of scripted (or even open-ended within certain parameters) scenarios
and simulations that most faculty want are much more easily achieved in
Unity than OpenSimulator.  The programming and scene creation tools are
much more powerful (one word - PREFABS*), we can deploy it in web browsers,
on tablets, or as standalone programs, and the technical support costs are
much, MUCH lower for my team.

As others have said, Unity does require professional level skills to be
able to create content, but after a certain point, so does OpenSimulator or
Second Life.  In all the years we supported both SL/OS, how many faculty
wanted to learn to create content anyway?  A very very small percentage.
 Most faculty, unless they are in a discipline that already requires some
3D modeling or design skills, have zero desire to learn how to make 3D
stuff.  If they have the desire to use simulations or immersive learning
experiences, they either want someone else to make it for them, or they
want to use a very simple easy-to-use toolset to put their own scenarios
together quickly.  They don't have the time or desire to develop expertise
in yet another domain.

I still think OpenSimulator has plenty of promise, and I don't think it has
to be an either/or choice.  It's always about choosing the right tool for
the job.  If you need open ended sandbox building capabilities,
OpenSimulator is the right tool.  If you need synchronous virtual meeting
space with spatial voice, OpenSimulator is still probably the best tool.
 If you're interested in the emerging metaverse, OpenSimulator is the only
tool.  Unity doesn't do any of those things well.  If you need a single
player scripted simulation experience, however, Unity wins hands down.  If
you need to be able to deploy to web or mobile, Unity can do that and
OpenSimulator can't.

Personally, I'm hoping that both platforms become easier for the amateur
over time, and that some of these new interface devices will improve both
immersiveness/sense of presence, AND make content creation easier.

I guess we'll see, but in the meantime, I think both platforms are useful
tools to have in the toolbox.


* About prefabs - If you don't know the concept, a prefab in Unity is like
a template object that you can deploy many instances of in a scene, and
then if you need to update or modify the object, you just modify the
template and it updates all the deployed instances in the scene.  So for
example, you build a lamp post and put a hundred copies of it in your
scene, then later decide you need to change the model.  Easy presto, change
the template and it changes all 100 lamp posts in your scene.  This is
probably one of my top 10 wants for OpenSimulator.  You don't realize how
much time you waste updating content in-world until you start using Unity
prefabs.


- Chris/Fleep


Chris M. Collins (Avatar: Fleep Tuque)
Center for Simulations  Virtual Environments Research (UCSIM)
Division of Innovation  Partnerships, Research  Development
UC Office of Information Technologies (UCIT)
University of Cincinnati
400 University Hall
PO Box 210658
Cincinnati, OH 45221-0658
chris.coll...@uc.edu
(513) 556-3018

http://ucsim.uc.edu



On Mon, Jul 21, 2014 at 7:33 AM, DrDoug Pennell drdoug.penn...@gmail.com
wrote:

 Hi Kay,

 I think what Tom meant (and definitely what I meant) is that adapting and
 changing objects on the fly in real time by more than one person is not
 needed. What I referred to as collaborative content creation - two or more
 people/students creating things that did not exist previously in world.
 Updating resources such as a textbook in Unity and rebuilding the
 environment is a quick and painless process. I rebuild my simulations on a
 regular basis to change a character or access a different AI data set. I
 just create a new URL for the new sim.

 I completely agree that students don't have time to fuss with virtual
 world simulations that are not relevant to their courses. Nor do they have
 time to spend on orientation activities needed just to learn the interface.
 Anything that makes the experience easier and more relevant is desirable.

 It seems like your 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread David Burden
I was going to sit this one out but seeing as Tom name-checked us

I think what Toni, Doug and Maria have been saying is pretty spot on. It
all comes down to the fact that SL (and to an extent OpenSim) is a complete
virtual world environment, whereas Unity is a game engine. Out the box
Unity does nothing, you have to build up what functionality you need -
SL/OS gives you a huge head start by already doing avatars, chat, voice,
multi-user, editing etc. You could, if you really wanted, build most, but
certainly not all, of the SL/OpenSim functionality in Unity, but in reality
you just build what you need for a given project.

Collaborative manipulation and placement (as on your Rezmela video) is
definitely possible, and when we redo our OOPAL system for Unity that is
pretty much what it will do. What would be a lot harder is collaborative
prim based building - still probably do'able though perhaps not with the
flexibility of SL/OS. The link-set example you mention would be do'able,
 Unity has a similar concept, but in reality you might not do it in the
exact same way.

Collaborative white boards are certainly do'able (we're just doing one),
but document editing isn't really viable as Unity does not have a MOAP
equivalent - we've tried a few third party solutions but they all fall well
short of the SL functionality - and of course that also means that there is
no collaborative web browsing - a real issue for some uses cases. There are
I believe a few bespoke solutions where people have used Unity as the basis
of larger commercial virtual office offerings and built the collaborative
document bit in.

You don't see many voice demos as that is something that does have to be
brought in through a third party service, Vivox/Teamspeak etc, so tends to
just be rolled out as needed - although a lot of Unity use cases don't need
it (or just use Skype/Google+). But is certainly an extra hurdle to jump if
you need it and you're going from SL/OS to Unity.

Can't comment on Physics as we rarely use it. We are also looking at WebGL,
initially for non-avatar activities, but the DoD Virtual Worlds Framework
that Maria mentions are some of the best avatar driven demos I've seen for
WebGL and there are emerging WebGL game engines like GooEngine.

Unity is though just such a different experience from SL/OS. With Unity you
are building an app from the outside, with SL/OS you're building one from
inside. Having spent a lot of time in both just in the last couple of weeks
there are annoyances and strengths in both. Approaches like PIVOTE where we
try and take the logic out of the environment certainly help, but we still
don't have the ideal solution anywhere.

You say that So I guess it will be a race between how fast opensim can get
a browser
based viewer solution, or less ideally,  tablet viewers that actually work
by providing a PC level experience, and how fast the Unity team can develop
their server solution. but that is not the case - Photon and SmartFox are
proper established MMO servers for people using Unity and other systems,
any Unity corporate offering will only add to that. So with a Unity system
already having multi-user, and web, and tablet, and having complete control
of the user experience (cf Kay's comment - I think - about a simpler
OpenSim browser, something we've also always called for) it has already won
that race, and is why we end up using it on most projects. SL/OS really is
just left for those cases where you either need a big populated shared
world (eg for social science or AI research), or you need that highly
collaborative build approach.

We did a comparison paper a while ago at which might be of use -
http://www.daden.co.uk/resources/download-white-papers/ -  and our single
user Unity demo space (although untypical of how we normally use Unity -
see the videos for that) has just gone up at
http://www.daden-cs1.co.uk/demos/dadencampus/DadenCampus.html (beware 88MB
- not yet really optimised for web delivery) . We hope to add multi-user
shortly, but it shows some of the things mentioned such as in-world video,
in world white board, simple object manipulation etc - and the content of
the space is certainly relevant to everyone on this group :-)

David




David Burden
Managing Director
Daden Limited

t: +44 (0)121 250 5678
m: 07811 266 199
e: david.bur...@daden.co.uk
w: www.daden.co.uk
skype: daden5
twitter: www.twitter.com/davidburden

Daden specialise in creating immersive learning  visualisation systems.
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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread Justin Clark-Casey

I think that OpenSimulator and Unity have some overlap but not by a huge amount.

My perspective is that the focus of Unity is very much on game development.  It gives you a good and flexible set of 
tools but you need to do a fair amount of work to plug them together or extend them to create a high fidelity (ha) 
product.  The focus is on creating a one-off experience, though the lines are blurring now that some games (e.g. 
Minecraft, DOTA2) are very long lived and keep receiving updates.  The experiences are high quality because they are 
quite tightly controlled.  High multi-user (let alone massive multi-user) has not been a focus area because this stuff 
is *hard* and nowadays not obviously a winning formula for gamers.


For OpenSimulator, the focus and much of the raison d'etre is the unified and persistent virtual world.  Thus, it gives 
you a high level set of tools which are much less flexible (inventory, attachments, linksets, etc.) but because everyone 
has them it allows collaboration and content reuse at a high level (e.g. scripted objects, OARs).  Some games blur into 
this (Minecraft, etc.).  It's a free-form environment so there's a high degree of freedom but a lot that can go wrong 
(analogous to open-world jank) [1].  I see it as more web-like because the same high-level software is evolved over time 
with the hosted content changing.


Moreover, there's a very high social focus through time.  Because the same high-level concepts are shared, there's more 
scope for network effects (esp. with the Hypergrid) but the technological base is much more primitive and relatively 
unexplored.


So whilst I think Unity makes sense in many use cases, OpenSimulator is ultimately much more interesting to me 
(unsurprisingly) because it gives a glimpse into something radically new, a distributed, anarchic and evolving Metaverse 
rather than a single vendor game.


I think there is vast scope for the OpenSimulator ecosystem to continue to evolve with features such as template 
objects, multi-level linksets, more intuitive viewers and to adapt to technological evolution as embodied by new 
hardware such as the Oculus Rift.  Because it's open-source, innovation can happen anywhere and without a single 
company's permission.  I believe the critical thing is that we arrive at protocols and formats that allow evolution by 
disconnected parties whilst still inter-operating with the existing system.  Again, it's a comparison with a web 
ecosystem that has extensible formats such as HTTP and HTML (insert a tag that a browser doesn't understand and it 
doesn't (usually) stop your whole page from rendering).


However, arriving at these formats and solving other hard fundamental problems takes an enormous amount of time and 
effort, not only through writing code but also in discussion and co-operation between parties with different interests. 
 My hope has always been that the platform will become interesting enough to attract the critical mass of academics, 
enthusiasts and entrepreneurs who can generate the time and funding required.  To some extent this happened but not 
enough (as of yet) to win any significant attention outside of this niche.


[1] http://www.giantbomb.com/open-world/3015-207/

On 21/07/14 16:43, Wade wrote:

This discussion has been the most enlightening  I've seen in a long time!
Thank you everyone!

My experience agrees that faculty don't generally want to learn 3D content 
creation.

Students are an interesting mix, and in high-stress programs also have very 
little tolerance or capacity for steep
learning curves.
===
*On simplicity *

In terms of students building things that didn't exist,   maybe there is a 
game-principle based sweet-spot,  because
it's clear from the numbers that tens of millions of people spend tens or 
hundreds of hours with Minecraft.

That suggest to me that students would love to co-create cool stuff, but the 
interface for doing so needs to have an
extremely extremely simple /*starter subset*/.   I say starter, because 
gaming-principles also show that people who
stick around and pay for worlds like World of Warcraft*_like challenges_*, or 
unnecessary difficulties as Jane
McGonigal's /*Reality is Broken*/ - why Games make us Better and How they can 
Change the World book explains so well.
(Imagine the interest in golf if the average length from tee to hole was ten 
feet, in a straight line, on a flat course,
and the hole was ten feet across.)This is a great book, by the way, and 
very eye opening and challenging a lot of
misunderstood concepts about games, the nature and type of feedback that 
works,  and why so many people voluntarily
spend so much time on them, that is directly applicable to building any 
learning environment.

For experienced builders (or those past their anxiety - resistance stage), 
yeah,  prefabs in Unity are great!

What is even better is that in Unity you CAN build/*hierarchical objects,*/  
then mix and match the parts.  In 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-21 Thread Wade Schuette
Perhaps this can be approached as a bootstrap recursive problem,  in the
sense that what many of want is an environment that improves
collaboration,and that to get there we need a great deal of
collaboration.

That suggests that the tool-set that should move up to almost first in
priority are the tools that USE virtual reality in order to improve the
process by which we work and design improvements to virtual reality.

In other words,   if your own team or department does NOT currently prefer
to meet in virtual reality over face-to-face,   let's focus on what we can
change to improve things for THAT sub-population,  because any improvements
there will pay off with massively compounded interest.

Can we make Virtual Reality augmented reality literally better than being
there?Seems like we should be able to discuss and evolve what would be
the perfect world for virtual world designers to meet in and collaborate
in, with a little thought, once, and then evolve improve it over time.

Wade





On Mon, Jul 21, 2014 at 4:48 PM, Justin Clark-Casey 
jjusti...@googlemail.com wrote:


 ...
 However, arriving at these formats and solving other hard fundamental
 problems takes an enormous amount of time and effort, not only through
 writing code but also in discussion and co-operation between parties with
 different interests.  My hope has always been that the platform will become
 interesting enough to attract the critical mass of academics, enthusiasts
 and entrepreneurs who can generate the time and funding required.  To some
 extent this happened but not enough (as of yet) to win any significant
 attention outside of this niche.

...
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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-20 Thread Dr Ramesh Ramloll
Hi Doug,
'Collaboratively manipulating things that already exist is much easier, and
the basis of almost every multiplayer Unity game. You work with or against
your collaborator to whack the head off of some villain or uncover the
secrets of the story.'

Just a note here, the system RezMela has already allowed instructors to
create a wide diverse range of stories, so there is not one story. The
malleable linkset does not contain a fixed number of parts, in fact, it
grows and shrinks, so it is not just direct manipulation. The 3D molecule
model kit I mentioned earlier for e.g. is in fact like a 3D editor, where
atoms can be created, duplicated, connected joined ... in another example,
you could use the same principle to teach garden design for e.g. where the
task would be to great various plants instances and rearrange to create new
garden experiences and so forth...
So again, when I talk about malleability, it is really well defined and
specific. I see it is being stretched too far so that it became
meaningless and I probably should coin another term.
Glad Unity is working great for you. Point to us some clips, your success
is worth sharing absolutely, and will be very useful to me as I continue to
explore.
Ramesh


On Sun, Jul 20, 2014 at 10:24 AM, Kay McLennan mclennan@gmail.com
wrote:

 On Sat, Jul 19, 2014 at 11:45 AM, Tom tom.will...@bessacarr.com wrote:


 ...For many educational uses adapting and changing objects is not
 needed...


 While it is true that some types of educational simulations are well
 suited for static simulations (like a virtual tour of the inner workings of
 a human body part or a historic recreation of a city), static (Unity
 platform-like) builds are completely ill-suited for the types of online
 economics and business studies college courses I teach.

 Even the online courses that utilize extensive instructor- or
 institution-created materials always simultaneously utilize a textbook (to
 insure the transmission of the relevant portion of the course-specific
 common body of knowledge).  In turn, the textbooks I utilize in all of my
 courses change each year.  Sometimes the textbook changes simply involve a
 [maddening] re-sort of the chapters (to enable the publisher to change the
 edition and sell more new copies of the text).  Still (and more
 importantly), it is often the case that the material in the textbook
 changes (and these changes need to be reflected in the course materials and
 activities).  For example, social media marketing is now one of the most
 important components in the field of marketing but was barely mentioned in
 textbooks even as recently as a few years ago.  Similarly, the cases in
 business ethics textbooks continue to change at an almost exponential rate
 owing to the abundance of new real work examples of unethical behavior
 (think GMC, BP, the financial meltdown, GMOs, fracking, and more!).

 Further, college students (including traditional and non traditional aged
 students) are pressed for time and require course-specific learning
 simulations only.  That is, students do not have the time to explore
 virtual world simulations that are only tangentially related to the course
 learning objectives.  Rather, the virtual world learning simulations have
 to be graded activities that are worth their time (in the sense of being
 detailed and expansive enough to contribute specifically to their
 understanding of the course material).  Again, in the same way high quality
 college textbooks and online course sites require continual updates and
 upgrades, high quality virtual world simulations need to be updated and
 upgraded -- to contribute specifically to students' understanding of the
 course material.

 Also (and this is a BIG item), I am constantly thinking up (and testing)
 new types of virtual world learning simulations.  In other words, my view
 is that it would be too limiting to be only be able to create a simulation
 once.  In contrast, right now, I currently have about 40 or more different
 types of virtual world learning simulations in play [read:  that I
 collect student feedback data on (based on student -- Likert scale-based --
 views on the interactivity, engagement, and contribution to learning
 outcomes for each simulation -- see some of the early data collected at:
 https://sites.google.com/site/fvwc12mclennan/student-survey-data-2)].
  Note:  Over the years, students have provided excellent and surprising
 feedback.  For example, in the basic economics course I teach, I thought
 students would be keenly interested in the Free Trade Game I built (with
 each student the president/king/queen/dictator of their own island nation).
  However, the in-world PP slides (from my lecture notes that are also
 uploaded into my course site) and the in-world vocabulary flash cards were
 rated markedly higher than the Free Trade Game in every category.

 Note:  My college-level students almost universally [first] say they need
 asynchronous 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-19 Thread Ai Austin

At 11:00 19/07/2014, Ai Austin wrote:
I am not an export in Unity and really just followed a tutorial book 
to learn about it a little.. Unity Game Development Essentials by 
Will Goldstone


I meant not an expert of course... it would be odd to be an export - h?

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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-19 Thread Seren Seraph
There are two things that would make be ecstatic for teaching, meetings
and presenting in opensim:

1) direct drive animation of my avatar as I present from my real world
movements or very very good presenter animation stacks

2) something from webmeeting space which is to show any app window I
wish live on a screen/prim in opensim.   We aren't quite there yet with
MOAP although it is a great beginning.

- seren

On 07/19/2014 11:50 AM, Toni Alatalo wrote:
 Really interesting research findings - thanks for sharing preliminary
 infos!

 On Sat, Jul 19, 2014 at 8:02 PM, Dr Ramesh Ramloll
 r.raml...@gmail.com mailto:r.raml...@gmail.com wrote:


 On Sat, Jul 19, 2014 at 12:45 PM, Tom tom.will...@bessacarr.com
 mailto:tom.will...@bessacarr.com wrote:

 For many educational uses adapting and changing objects is not
 needed. 


 I respectfully beg to differ. This is the core of the my research
 efforts. A learning environment needs to provide user level
 tailorability from the core. The fact that it is not available
 does not mean that it is not needed. I cannot count how many
 times, subject matter experts felt that their teaching is being
 canned by the environment, or that students find their expression
 (through actions) limited. This is the result of extensive
 evaluation on the ground, both from an ethnographic evaluation
 perspective and for a user level evaluation perspective. I hope to
 publish these findings soon (well after I get some time away from
 writing grant proposals or doing actual building work)



 -- 
 'Consider how the lilies grow. They do not labor or spin.'
 *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC,
 Affiliate /Research Associate Professor/, Idaho State University,
 Pocatello, ID 83209 Tel: 208-240-0040 tel:208-240-0040
 LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore
 LLC http://www.deepsemaphore.com, RezMela
 http://www.rezmela.com, Google+ profile
 https://plus.google.com/103652369558830540272/about

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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-19 Thread DrDoug Pennell
I am with Tom on this one. For many educational uses, adapting and changing 
objects is not needed. Of course there are educational uses where adapting and 
changing objects is critical, however many (most?) educational sims I visited 
in SL did not rely on students working together to create things, and there are 
plenty of uses where it is simply not needed. Simulations are a perfect example 
and an area where Unity excels over SL or OpenSim. I built some fairly involved 
simulations in SL and have since essentially abandoned the platform and 
switched to Unity. 

As has been said many times, SL/OpenSim is great for collaborative content 
creation. If you are doing that then sticking with SL/OpenSim makes perfect 
sense. If you don't need your students to work together and make widgets on the 
fly, then Unity might be a better choice. 

It is all about using the right tool for the job.

Doug Danforth

 On Jul 19, 2014, at 1:02 PM, Dr Ramesh Ramloll r.raml...@gmail.com wrote:
 
 
 On Sat, Jul 19, 2014 at 12:45 PM, Tom tom.will...@bessacarr.com wrote:
 For many educational uses adapting and changing objects is not needed.
 
 I respectfully beg to differ. This is the core of the my research efforts. A 
 learning environment needs to provide user level tailorability from the core. 
 The fact that it is not available does not mean that it is not needed. I 
 cannot count how many times, subject matter experts felt that their teaching 
 is being canned by the environment, or that students find their expression 
 (through actions) limited. This is the result of extensive evaluation on the 
 ground, both from an ethnographic evaluation perspective and for a user level 
 evaluation perspective. I hope to publish these findings soon (well after I 
 get some time away from writing grant proposals or doing actual building work)
 
 
 -- 
 'Consider how the lilies grow. They do not labor or spin.'
 Rameshsharma Ramloll PhD, CEO CTO DeepSemaphore LLC, Affiliate Research 
 Associate Professor, Idaho State University, Pocatello, ID 83209 Tel: 
 208-240-0040
 LinkedIn, DeepSemaphore LLC, RezMela, Google+ profile
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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-19 Thread Seren Seraph
OMG, that video is awesome.  So it is possible.  Excellent!  Thank you
so much.I am very curious what the data stream in is.   Would it be
possible to just capture the stream and rerun it?  I also wonder what
can be done with this for bots.I am jazzed!

- seren

On 07/19/2014 04:23 PM, Wade wrote:
 @Seren,someone HAS used the X-box Kinect sensor to convert their
 body position to their avatar position real time for teaching in
 Second Life.   X-Box is not required apparently, just the Kinect.

 http://community.secondlife.com/t5/Animation-Forum/new-way-off-controlling-your-avatar-with-the-kinect/td-p/1519523

 http://community.secondlife.com/t5/General-Discussions/Microsoft-Kinect-with-Second-Life/td-p/481989

 Google Search on:  Kinect and Second Life,or Kinect and OpenSim
 for more references!




 Wade


 On 7/19/2014 3:43 PM, Seren Seraph wrote:
 There are two things that would make be ecstatic for teaching,
 meetings and presenting in opensim:

 1) direct drive animation of my avatar as I present from my real
 world movements or very very good presenter animation stacks

 2) something from webmeeting space which is to show any app window I
 wish live on a screen/prim in opensim.   We aren't quite there yet
 with MOAP although it is a great beginning.

 - seren

 On 07/19/2014 11:50 AM, Toni Alatalo wrote:
 Really interesting research findings - thanks for sharing
 preliminary infos!

 On Sat, Jul 19, 2014 at 8:02 PM, Dr Ramesh Ramloll
 r.raml...@gmail.com mailto:r.raml...@gmail.com wrote:


 On Sat, Jul 19, 2014 at 12:45 PM, Tom tom.will...@bessacarr.com
 mailto:tom.will...@bessacarr.com wrote:

 For many educational uses adapting and changing objects is
 not needed. 


 I respectfully beg to differ. This is the core of the my
 research efforts. A learning environment needs to provide user
 level tailorability from the core. The fact that it is not
 available does not mean that it is not needed. I cannot count
 how many times, subject matter experts felt that their teaching
 is being canned by the environment, or that students find their
 expression (through actions) limited. This is the result of
 extensive evaluation on the ground, both from an ethnographic
 evaluation perspective and for a user level evaluation
 perspective. I hope to publish these findings soon (well after I
 get some time away from writing grant proposals or doing actual
 building work)



 -- 
 'Consider how the lilies grow. They do not labor or spin.'
 *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC,
 Affiliate /Research Associate Professor/, Idaho State
 University, Pocatello, ID 83209 Tel: 208-240-0040 tel:208-240-0040
 LinkedIn
 http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
 http://www.deepsemaphore.com, RezMela
 http://www.rezmela.com, Google+ profile
 https://plus.google.com/103652369558830540272/about

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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Dahlia Trimble
Unity and OpenSimulator are not designed to cover the same application
space. Uinty is designed for mostly single player gaming and adds a few
features to help support multiplayer; whereas OpenSimulator is more
designed for multi-user shared collaborative experiences. You can build a
multi-user shared collaborative environment with Unity but it would require
extensive development as it's not really designed for that purpose.

Regarding physics, Unity has client-side physics. Whether this is better
really depends on the application. For a single user game, client side
physics can provide a more realistic experience as it's not affected by
network communication time and physical actions/reactions occure relatively
instantly. However, client-side physics brings about a new set of
challenges in a networked, collaborative environent. Consider the following
scenario: You have a space shooter game where asteroids are moving towards
earth. Players fly around in spaceships and fire weapons at the asteroids
trying to deflect them. Player A fires a weapon and the projectile strikes
the asteroid, deflecting it and scoring a point for player A. While this
happens, Player B also fires at the asteroid, destroying it. Due to
networking delays, player B's computer did not receive the event signaling
player A firing at and deflecting the asteroid until after player B had
destroyed it. Both players believe they deserve the score but only one
could have hit the asteroid. Had these events been processed by a central
server, both players would have observed the events in order and it would
be clear which player would deserve the score. Such situations are why
multi-user shared environments usually rely on central physics and event
processing. This is one area where Unity could use additional development.
There are, however advantages to having some client side physics even when
many interactions are controlled by a central server, such as some avatar
animation effects. I believe there's a lot that could be done to make the
SL/OpenSimulator experience appear more realistic by adding more
client-side physics in areas where it clearly helps.

I've had a fair bit of experience with interfacing Unity to OpenSimulator
in the past; I wrote a Unity based web viewer for OpenSimulator a few years
ago for a company named Rezzable. Around that time I was also
experimenting with mixing client-side and server side physics and I learned
quite a bit about what can go wrong with trying to share client-side
physics over a network.

Regarding collaboration, Unity's editor is a single-user application.
Editing your environment and using it are completely different situations.
In OpenSimulator, they are combined into the same experience and others can
observe world building in real time and participate in the process.

To recap: Unity is really designed for games, and OpenSimulator is designed
for shared, collaborative experiences. If you want to develop single user
games or limited multi-user games, Unity is probably the best choice. For
shared experiences, OpenSimulator pretty much works out of the box.


On Fri, Jul 18, 2014 at 10:07 AM, Dr Ramesh Ramloll r.raml...@gmail.com
wrote:

 Hello,
 I am starting this thread so that I can get some of your thoughts on this
 matter.
 Most of the time, from what I read, and from what prospective clients tell
 me, Unity 3D is so great! why don't you develop in unity 3D. Yes it runs on
 tablets is a big plus. This I do understand. It has better physics, yes
 clearly.
 What I am not sure about, and I hope you can share your thoughts,
 is whether it would be possible to create a collaboration centric, avatar
 centric application in  unity 3D. What I mean, is that whether you can have
 within a unity 3D world, avatars using objects to create new ones
 *collaboratively* , whether you can provide users with the ability to
 change their environments in natural ways, whether objects can be collected
 and shared, whether you have a shared white board, or collaborative
 document editing within a unity 3D world. And if yes, how long will it take
 to make these happen, may be it has already happened, do let me know with
 pointers to examples.

 And btw, why is it that I havent come across any voice chat demos of unity
 3D applications that  run in a browser. I am thinking if Unity3D is really
 top notch, why have these things not appeared already as applications (may
 be they have, and I haven't seen them, please point to examples, if you
 know of them).

 And most importantly, what does opensim offers that unity 3D does not,
 that you think is important for users out there, from various domains, such
 as education, training etc...

 p.s. the thoughts about HighFidelity and all these new stuff coming up
  I still don't know, if all these wheels are going to be reinvented,
 the scene is really too messy to contemplate. It is becoming really hard
 for us developers to pick platforms. We don't have infinite 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Dr Ramesh Ramloll
Dear Alan,
Thanks, could you share with us if all the funcationalities, scripting,
behaviors in the opensim region were also translated into the unity scene?
I have had many people tell me what you just said, and they walk away with
the impression that all functionalities are maintained, I just wanted you
to confirm.
Ramesh


On Fri, Jul 18, 2014 at 5:16 PM, Alan Miller alan.mil...@st-andrews.ac.uk
wrote:

  We’ve developed a system which translates an OpenSim region into a UNITY
 scene. If there was interest it could be made available. Though support
 would be low key.



 Best,



 Alan



 *From:* opensim-users-boun...@opensimulator.org [mailto:
 opensim-users-boun...@opensimulator.org] *On Behalf Of *Dahlia Trimble
 *Sent:* 18 July 2014 22:12
 *To:* opensim-users@opensimulator.org
 *Subject:* Re: [Opensim-users] Hoping for a fearless comparison of
 opensim vs unity 3D



 Unity and OpenSimulator are not designed to cover the same application
 space. Uinty is designed for mostly single player gaming and adds a few
 features to help support multiplayer; whereas OpenSimulator is more
 designed for multi-user shared collaborative experiences. You can build a
 multi-user shared collaborative environment with Unity but it would require
 extensive development as it's not really designed for that purpose.

 Regarding physics, Unity has client-side physics. Whether this is better
 really depends on the application. For a single user game, client side
 physics can provide a more realistic experience as it's not affected by
 network communication time and physical actions/reactions occure relatively
 instantly. However, client-side physics brings about a new set of
 challenges in a networked, collaborative environent. Consider the following
 scenario: You have a space shooter game where asteroids are moving towards
 earth. Players fly around in spaceships and fire weapons at the asteroids
 trying to deflect them. Player A fires a weapon and the projectile strikes
 the asteroid, deflecting it and scoring a point for player A. While this
 happens, Player B also fires at the asteroid, destroying it. Due to
 networking delays, player B's computer did not receive the event signaling
 player A firing at and deflecting the asteroid until after player B had
 destroyed it. Both players believe they deserve the score but only one
 could have hit the asteroid. Had these events been processed by a central
 server, both players would have observed the events in order and it would
 be clear which player would deserve the score. Such situations are why
 multi-user shared environments usually rely on central physics and event
 processing. This is one area where Unity could use additional development.
 There are, however advantages to having some client side physics even when
 many interactions are controlled by a central server, such as some avatar
 animation effects. I believe there's a lot that could be done to make the
 SL/OpenSimulator experience appear more realistic by adding more
 client-side physics in areas where it clearly helps.

 I've had a fair bit of experience with interfacing Unity to OpenSimulator
 in the past; I wrote a Unity based web viewer for OpenSimulator a few years
 ago for a company named Rezzable. Around that time I was also
 experimenting with mixing client-side and server side physics and I learned
 quite a bit about what can go wrong with trying to share client-side
 physics over a network.

 Regarding collaboration, Unity's editor is a single-user application.
 Editing your environment and using it are completely different situations.
 In OpenSimulator, they are combined into the same experience and others can
 observe world building in real time and participate in the process.



 To recap: Unity is really designed for games, and OpenSimulator is
 designed for shared, collaborative experiences. If you want to develop
 single user games or limited multi-user games, Unity is probably the best
 choice. For shared experiences, OpenSimulator pretty much works out of the
 box.



 On Fri, Jul 18, 2014 at 10:07 AM, Dr Ramesh Ramloll r.raml...@gmail.com
 wrote:

 Hello,

 I am starting this thread so that I can get some of your thoughts on this
 matter.

 Most of the time, from what I read, and from what prospective clients tell
 me, Unity 3D is so great! why don't you develop in unity 3D. Yes it runs on
 tablets is a big plus. This I do understand. It has better physics, yes
 clearly.

 What I am not sure about, and I hope you can share your thoughts,

 is whether it would be possible to create a collaboration centric, avatar
 centric application in  unity 3D. What I mean, is that whether you can have
 within a unity 3D world, avatars using objects to create new ones
 *collaboratively* , whether you can provide users with the ability to
 change their environments in natural ways, whether objects can be collected
 and shared, whether you have a shared white board, or collaborative
 document editing

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Dr Ramesh Ramloll
'Opensim is a multi platform server envirionment. So I guess opensim runs
on non graphical evririonments.
It would not really make sense to wanna run opensim on a tablet, it is not
much fun looking at the console with endless debug messages all the time. '
:) You are really witty, I am impressed. I think most people followed what
I was trying to say.


On Fri, Jul 18, 2014 at 5:05 PM, M.E. Verhagen marcel...@gmail.com wrote:

 Opensim is a multi platform server envirionment. So I guess opensim runs
 on non graphical evririonments.
 It would not really make sense to wanna run opensim on a tablet, it is not
 much fun looking at the console with endless debug messages all the time.

 I doubt unity would make a chanche if compiled as a server application.
 You probably would wanna compare it with a virtual world viewer.

 There are lots of viewers wich you can use to connect with an opensim.
 Some of them even run on tablets.
 When I remember correctly there have been some viewers made with unity.



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-- 
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
208-240-0040
LinkedIn http://www.linkedin.com/in/rameshramloll, DeepSemaphore LLC
http://www.deepsemaphore.com, RezMela http://www.rezmela.com, Google+
profile https://plus.google.com/103652369558830540272/about
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Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Wade

Some good posts with links here I look forward to reading!

 voice ---
Ramesh, from what I've seen there is no off-the-shelf browser-only voice 
client that works with Unity.  One or two are sold in the Unity store, 
but the voice quality is not what I'd call suitable for collaboration, 
aside from yelling shoot! shoot!


Last time I looked,  Jibe was going with Vivox voice,  but Vivox needs 
an installed client.  I'm assuming you are looking, as I was, for a 
purely browser based solution,   with capacity like Citrix GoToMeeting 
or such.


Some people I know with non-technical or one-time visitors/users have 
gone with Skype as a voice channel,  and OpenSim or SecondLife as the 
visual channel.You lose 3-D dimension of sound, but Vivox sound has 
proven to be quite erratic for class work, and for a collaboration 
either EVERYONE has sound working or it's a failure. Both Vivox and 
Linden Labs point at each other.  Not much help coming there.


--- physics --

As to physics, speaking as a former physics major,  Unity physics is 
actual physics, not a piece of junk like Second Life or OpenSim. And,   
it's possible, gasp,  to make a HINGE or an AXLE that won't explode as 
soon as you release it.  So if you need to build equipment with complex 
moving pieces that are detailed and realistic,  Unity wins hands down.


Similarly, in Unity you actually know where things are, to a millimeter, 
such as, say, the blade of a scalpel in the hand of a surgeon or 
pathologist making an incision.You can do realistic simulations 
where there are fine grained interactions of people and objects, or 
people and people. This is simply not possible in OpenSim or Second 
Life.   I built a really nice autopsy table for the Second Life Medical 
Examiner sim,  but never could get a generic pair-based animation of an 
autopsy to work, and don't think anyone can, except in broad strokes, 
and certainly not for two unknown avatar shapes.


-- props and clothes --

Moving from Second Life to Unity, things are priced about the same 
number, except that in Second Life it's Lindens and in Unity it's 
dollars.That is,  a nice dress of a particular kind in Second Life 
might take you all of a minute to find, and cost $1.50.   A workable 
mesh-based dress in Unity will probably not be available, aside from 
combat or sexy clothes,  and going to Mesh real-life stores like 
TurboSquid,   you are competing with people doing TV ads who think 
nothing of spending  $300 (three HUNDRED) for an outfit for their model.


Yes, you can get SOME avatars and clothes free from MakeHuman or DAZ,
but the choice is extremely limited.  Props similarly,  you may need to 
pay hard cash for chairs, desks, etc. that work for you.


Unity comes with NO PROPS.   Unity is not designed for building props or 
clothes or avatars, it is designed for USING them. Generally, you build 
stuff, including possibly animations in Blender (free) or Maya or 
Autodesk and import them. Or you buy them at expensive mesh-model 
stores.


-- multiuser mode --

I optimistically set out to master multiuser mode,  first using 
SmartFox3D  and then Photon.
It's doable, but it is a real pain.If you need to do this, there 
ARE a large number of Unity Builders for hire that you can find via the 
Unity store or via some shop like eLance.


https://www.elance.com

Elance makes it easy to scan prior work,   find people with good 
recommendations,   deal with payment in a way that keeps both sides of a 
short-build-contract happy, etc.   It's worth checking out.


-- shared whiteboard --

After several years of using various techniques, including Google Docs, 
for providing a shared whiteboard in Second Life  (and I think this 
would be true in Open Sim as well),   I'm finally of the opinion that 
it's just not worth the effort.


That is,  I had a shared Google Doc on a whiteboard,  and if each 
student logged into it with a password separately, exactly right, they 
could see each other's changes on the board at the front of the room.
There were two main problems --
* first,  it was hard to explain to new users how to do this correctly, 
so some would see the shared document and others would see their own 
document.
* Second, and critically,  in order to READ the document either we 
needed a large font size ( 24 point or larger) in which case we only had 
8 lines of text,   or they had to click the board to make it 
FULL-SCREEN.   OK, once you are going to take over the entire screen 
with the shared document, a shared whiteboard INSIDE the application 
isn't worth the huge bandwidth required to do it.
*  Third,  it was not possible to UPLOAD documents or DOWNLOAD them via 
Second Life shared whiteboard.


So, conclusion,  we're giving up on collaboration INSIDE SecondLife/Open 
Sim,   and going with collaboration applications open along-side the 
virtual world window, specifically Instructure's Canvas  ( 
http://www.instructure.com/  )



Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Wade Schuette
Did people see Maria Korlova's post today ?  I got it in a different[
opensim ] thread, in the Digest.
I don't think I'm supposed to repost from one list to another, but this was
clearly intended for the open-sim
community so I'll do it this time:

== begin quote 
I second the comments above. In my experience, Unity 3D is primarily used
by enterprises for promotional materials -- they build an experience, and
then they publish it on the web. This could be marketing games, campus
tours, product simulations, etc...

Unity 3D is a development platform. You need developers to create anything
in it.

OpenSim is a good fit for someone who wants a Second Life-style virtual
environment, with in-world building tools, avatars, inventories, etc... but
with better controls, backups, and lower-cost land. Anyone can com e in and
build, and there's a wealth of content available -- free OARs, Linda Kellie
freebies, Kitely Market, hypergrid stores on many grids, etc... Developers
aren't needed to create an environment.

There are some overlaps, though. Jibe and SecondPlaces are two products
that try to build a virtual world-like system on top of Unity 3D.

Another option,if you're a developer, is WebGL and HTML5. You need a modern
browser - Chrome or Firefox -- to visit these worlds but, on the plus side,
you don't need to download any software or install any plugins. It just
works.

And I just got off the phone with Douglas Maxwell, and the U.S. Department
of Defense has built an entire free, open source virtual environment
framework on top of WebGL -- https://virtual.wf

So if you're leaning towards Unity 3D, take a look at that, as well.

-- Maria
=== end quote =

  wade.schue...@gmail.com
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