If the time between updates is less than the interpolation lag, the
interpolation code will fail and you'll get herky-jerky movement. The
default lag is 250 in units of csTicks (which I believe are basically
milliseconds). You can set the interpolation lag globally with
iVosA3DL::SetInterpLag.
For some reason, I wrote:
If the time between updates is less than the interpolation lag, the
interpolation code will fail and you'll get herky-jerky movement.
Sorry! That should be if the time between updates is *greater* than the
interpolation lag
-Ken
The
default lag is 250 in units of
Reed Hedges wrote:
Are there any bugs or real defects in Ter'Angreal or VOS? I know of two,
don't
know if we should fix them:
* Avatar settings (model/skin) aren't saved (really just an unimplemented
feature)
* Objects aren't always removed from the world
Something to test is
Peter Amstutz wrote:
Fifth, I've set up a task tracking system called XPlanner at
http://interreality.org/xplanner (login: guest, password: guest). You
can view a detailed breakdown of our development roadmap, and see both
how long we expect things to take and what progress (if any) has been
Lalo Martins wrote:
On Wed, 09 May 2007 09:07:57 +0200, Karsten Otto wrote:
I don't quite understand what you need versioning for. The bulk of
changes you get in a shared word is avatar movement, which may wind up
to ~30 changes per second per avatar. Do you really want to keep a
record
I think I discovered what was causing the jerky movement... the only mystery
is why it isn't always a problem!
In the csplugin, in vosobject3d.cc, you have this:
void csMetaObject3D::doMoveTo(const csVector3 vec, float timestep)
{
syncPosition(false);
csReversibleTransform rot =
Peter Amstutz wrote:
VOS s3 used extrapolation, sending position, velocity and acceleration
and seemed to work pretty well, but we never really tested it in cases
with a lot of rapidly changing motion. I feel like you should be able
to get good results from an extrapolation approach using
Reed Hedges wrote:
Terangreal (internally) should have the option of interpolating a
teleport, maybe. Then if we add a way to click on an object and zoom
up to it, or if you want to do an interpolation for zooming to some
bookmark or viewpoint, you could use it. Maybe add a don't
First of all, a question: Would it make any sense to start a VOS
Development mailing list separate from this discussion one? I hate clogging
the list with all my posts about build problems and such, but also don't
feel good about just sending it directly to the main developers -- there may
be
There are branches of s5 available? How do we get to them?
-Ken
- Original Message -
From: Lalo Martins [EMAIL PROTECTED]
To: vos-d@interreality.org
Sent: Saturday, April 21, 2007 11:40 PM
Subject: Re: [vos-d] s5 scripting (design part 3)
As an illustration of this, I'd like to
Yes! Accessibility in 3d virtual worlds would be *huge*. As far as I know,
no one has done anything like this yet... (and if they have, I would really
like to check it out).
-Ken
This would be great for people who primarily want to just chat or be
present in the world while doing other
Nice! I'll have to try a build tonight and see if this works for me.
(update: just finished the build... I get complaints about a usleep
function in demoplugin.c. Ah well -- silly windows!)
I haven't had much time this week to look at VOS stuff It sounds like
you have been pretty busy
to
`_imp__RegisterServices_globalstatic'
collect2: ld returned 1 exit status
eh. too much to try to figure out tonight :P
Maybe I should just get a linux box up and running ;)
-Ken
Ken Taylor wrote:
Nice! I'll have to try a build tonight and see if this works for me.
(update: just finished
Nevermind, I got it to build. Just needed to add -lvosext_http
and -lmetaobject_services to the demoplugin part of the .am file.
I can't seem to get omnivos to load gallery.xod, though. I get a Error:
tried to dereference null smart pointer in - operator
-Ken
So my voyages through the VOS codebase have brought me to the misc:search
metaobject. It's a pretty nifty metaobject, really... but i have some
questions/comments:
- It looks like when you acquire an object, some times it will also
acquire all that object's children. I'm specifically looking at
Just for yucks, I tried to do a quick build of 0.24 in visual studio this
morning... But it dies on libvutil with cannot open file
'boost_thread-vc80-mt-gd-1_33_1.lib ... Of course my boost lib (compiled
with mingw) isn't called that. Now, I could hack around with the names and
see if it works
Just a quickie:
Most tasks in the wx version of terangreal get added to a mainThreadTasks
static queue, which is handled by wxgui's Pump (a wxTimer). However, the
goToWorldTask gets added to TaskQueue::defaultTQ. What's the difference
between these two mechanisms for task scheduling, and why
in the
same ocean.
len
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Ken Taylor
Sent: Friday, March 30, 2007 9:59 PM
To: VOS Discussion
Subject: Re: [vos-d] Flux Worlds Server Announcement
I think that a basic open-standard shared-space server based
A bunch of spam got added to the wiki between 3-25 and 3-27... I don't
really know much about MoinMoin, but do you guys have a way of
mass-reverting stuff like this?
Ken
___
vos-d mailing list
vos-d@interreality.org
Remember, the Metaverse needs open protocols. Without them... everything
else is Just a World.
I agree with this, and I'm glad that more and more people are realizing it.
However, though it's necessary, it's not sufficient to create the
metaverse. Some other requirements I would use to evaluate
Peter Amstutz wrote:
1. Memory footprint
The current s4 design has a lot of per-vobject overhead, leading to a
significant memory footprint. The development version improves on this
a bit, but the honest truth is that the implementation was not written
with memory efficiency in mind. The
Reed Hedges wrote:
For one thing, apparently you can't do this:
class Base {
public:
virtual void pure() = 0;
templateclass T register() {
VobjectBase::registerHandlerT(message, handler);
}
void handler(Message *m) {
...
}
};
class VirtualDerived : public virtual
In libs/vos/metaobjects/a3dl/sector.cc:
void Sector::setCollisionDetection(bool enabled)
{
Property::setProperty(*this, a3dl:colision-detection, enabled);
}
bool Sector::getCollisionDetection()
{
bool b;
Property::getProperty(*this, a3dl:colision-detection, b);
return b;
}
, Mar 16, 2007 at 08:38:58PM -0700, Ken Taylor wrote:
In libs/vos/metaobjects/a3dl/sector.cc:
void Sector::setCollisionDetection(bool enabled)
{
Property::setProperty(*this, a3dl:colision-detection, enabled);
}
bool Sector::getCollisionDetection()
{
bool b;
Property
Ken Taylor wrote:
Ken Taylor wrote:
Reed Hedges wrote:
Peter Amstutz wrote:
Try
templateclass T register() {
VobjectBase::registerHandlerT(message, T::handler);
}
(note T::handler)
Same problem -- it can't use the method in the base class when
Hey all, just a heads up to a couple things I put on the wiki recently:
First, a braindump about portals. http://interreality.org/wiki/WorldPortals
Comments are welcome!
Next I had an idea that it would be useful to document MetaObjects in a
way that the VOS API doesn't cover. Specifically,
I'm sure if I spend more time tracing the code i could figure this out
myself, but I'm in a lazy mood...
What's the difference in the way Messages and UpdateMessages are handled by
the VOS library? Why can't everything be treated as a plain Message?
-Ken
So in conclusion, your business plan should look something like this:
Step 1) Create an open platform for the online metaverse
Step 2) ???
Step 3) PROFIT!
xD Spoken like a true 4cha... err... Nevermind!
Classic South Park, originally...
Peter Amstutz wrote:
So, try re-adding SetFocus() to the csGLCanvas::OnEnterWindow()
method (in CS/plugins/video/canvas/wxgl/GLWXDriver2D.cpp).
Then a little later:
So Ken, did you get a chance to make this change, and if so did it fix
Ter'Angreal for you?
Oh yeah, it worked :)
I'm not
So some further investigation has revealed that the problem I've been having
with the wxglcanvas is an issue of keyboard focus. For some reason, the
canvas never gets the keyboard focus in ter'angreal when using my compiled
wxgl.dll. Same deal with wxtest (there's a weird 1x1 window that has the
Peter Amstutz wrote:
Regarding the last point (the funding, not the crushing), I am currently
working on writing up development and design plans and working towards
the actual proposal we will present to potential funding sources. If
anyone has any special experience writing proposals or
I'm trying to get familiar with boost threads, and I was going through
vutil's synqueue.hh and something didn't make sense to me...
let's say that you have an empty queue, and two threads try to call
popOrWait at the same time:
Element popOrWait() {
boost::mutex::scoped_lock
Peter Amstutz wrote:
I just acquired a new (old) computer that I'm going to set up with
Windows XP. I want to set up a continuous build so we can catch some of
these cross platform issues earlier.
Hope it didn't cost you too much :P
- I modified vos/inplace/etc/crystalspace/vfs.cfg to
... But not without some ugly hacks :P I figure clean cross-platform
building can be worked out by those with more experience in the area than
I -- I just wanted something to mess around with for the time being!
- A recent update to the bzr branch caused a broken build due to
httpclient.cc not
Peter Amstutz wrote:
On Tue, Feb 27, 2007 at 10:14:51PM +0100, Benjamin Mesing wrote:
On Tue, 2007-02-27 at 11:03 -0500, Peter Amstutz wrote:
On Tue, Feb 27, 2007 at 09:03:44AM -0500, Reed Hedges wrote:
Each object should be internally responsible for deciding how it
responds to
A search on the internets brought me to this:
http://www.mail-archive.com/crystal-main@lists.sourceforge.net/msg00934.html
... a post from our own Peter from last summer, where he was struggling with
the same problem I'm looking at now (libtool refusing to link the csplugin
against the static
probably get more time to hack with this on tuesday. But just in case
anyone has any ideas, I'll throw it out there :P
-Ken
- Original Message -
From: Ken Taylor [EMAIL PROTECTED]
To: VOS Discussion vos-d@interreality.org
Sent: Saturday, February 24, 2007 11:36 PM
Subject: Re: [vos-d
libcrystalspace.a exists and file detects it just fine, so I don't know
what's going on there. libzlib.dll is an empty (size-0) file, so I really
don't know what's going on there.
*snip*
Even stranger -- the first make run made a size-0 wxterangreal.exe.
Re-running make on the terangreal
and just hope it's close enough.
I'd imagine that most physics is for fun/immersion purposes, anyway. Any
serious need for multiple people to interact with the same object should
implement a more robust locking mechanism.
On Thu, Feb 22, 2007 at 08:41:09PM -0800, Ken Taylor wrote:
For some
... is that it stores all the revision history for merged-in branches:
revno: 1041.3.12
merged: [EMAIL PROTECTED]
committer: Reed Hedges [EMAIL PROTECTED]
branch nick: vos
timestamp: Sat 2006-12-30 18:29:10 -0500
, February 24, 2007 2:40 PM
Subject: Re: [vos-d] Compiling 0.24 with mingw on windows2000
Reed Hedges wrote:
Ken Taylor wrote:
Another problem, this one also apparently Reed's fault (j/k), and this
time
actually crashing the compiler!
Wow, crashed the compiler!
Actually
So far:
- the bootstrap script worked fine once it knew how to get wget. (To keep it
from finding cygwin's pkg-config, which caused some problems for me in the
past, I just copied cygwin's wget and all required dlls to the msys bin
directory)
- autoreconf had a problem due to
For some reason I got physics on the brain this week, so I kinda went crazy
and added a bunch of thoughts to
http://interreality.org/cgi-bin/moinwiki/moin.cgi/PhysicsInVos ... mostly
about client-side prediction, intended-movement representation, and using
access control permissions to enforce a
So as I was discussing with Peter last night on the irc/vos bridge, I got
everything to compile right for wxterangreal except for a missing wxgl.dll.
It turns out that this is a CrystalSpace plugin, and the CS configure needs
to see wxwidgets in order to create it.
Fair enough -- I added a
We're long overdue for a new release based on the 0.24 branch, but
before that happens we should decide what new features (if any) are
going to go in -- in particular anything that would make a good demo for
when I show VOS to potential donors/investors.
Not just donors/investors, but I'd say
if your physics - say bouncing boxes like my example - is performed in
it's own local coordinate space then it could be made consistent every
time - but I can't see how you would combine the rendering of this in
realtime with the rendering of the scene
I don't see why transforming from
Just a long brain-dump of some ideas I had while reading through the list of
the requirements for the VOS/Interreality 3D suite. I'm sure you will think
some are blatantly obvious, or redundant, or that some aren't quite within
the scope of VOS -- though perhaps they are something that could be
Reed Hedges wrote:
Ken Taylor wrote:
but if it makes
you feel better, I certainly would click on the little Donate to
Interreality paypal button if it ever appears ;)
There's a link at the bottom of the webpage to a list of relevant books
and things on amazon, and we get a few bucks
(spoiler if you haven't seen the whole series)
We'd better make sure that no developer is planning on integrating his
consciousness with the next version of the VOP protocol ;)
Ken
- Original Message -
From: S Mattison
To: VOS Discussion
Sent: Friday, December 08, 2006 2:50 AM
Peter Amstutz wrote:
I'm pretty far from deciding at all how this would work, but it is
certain that we need a time parameter for animation, so it is worth
exploring fully the potential benefit of introducing a deep concept of
(relative!) time into VOS.
Interesting though there is a
It seems to me that streaming animations would be relatively easy in the VOS
system. You could simply set up a listener to changes in the position and
orientation of the vertices/nodes of the model that's animating, and update
the values locally as they come in. Similar to how avatar movement is
Jonathan Jones wrote:
James Wilkins wrote:
Anyway, have you considered supporting streaming animations in addition
to pre-recorded ones? One thing I've noticed about existing 3d
environments is that making avatars move realistically is rather hard:
you have to have all desired motions
Peter Amstutz wrote:
We probably need some kind of locking and/or transactions eventually
anyhow. That's another can of worms.
I think this is definitely needed and may even be worth getting a sketch of
it into s5 if possible. Even something simple, like being able to
temporarily lock an object
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