Re: [vos-d] vos needs to be easier for designers to get in

2007-01-23 Thread sconzey
Maybe a set of shell scripts, rather than plugins for the actual application...

have a blend2cod, and a obj2cod and a lwo2cod etc...

On 1/21/07, Jason Heblack [EMAIL PROTECTED] wrote:
 On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
  On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
 
  Its nice that one can use blender to convert models, but thats another
  barrier to download, keeping people from attending.
  Are there other modeling tools that it would be nice to support?
  Sketchup would be a good one I think, it's really easy to use and is
  becoming popular and well known through its association with Google Earth.
 
 
 *The BRL-CAD package is a powerful Constructive Solid Geometry (CSG)
 solid modeling system with over 20 years development and production use
 by the U.S. military. BRL-CAD includes an interactive geometry editor,
 parallel ray-tracing support for rendering and geometric analysis,
 path-tracing for realistic image synthesis, network distributed
 framebuffer support, image-processing and signal-processing tools. The
 entire package is distributed in source code form. --- BRL-CAD Homepage

 That said, it would be nice to have a 3d man program for dragonflybsd or 
 longhorn.

 *--
 Please reply back to this note using your email program.
 jh


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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-23 Thread Peter Amstutz
The challenge with reading file formats vs writing plugins to particular 
applications is that you need to be able to parse and make sense of the 
file format.  In some cases this is quite difficult, because the file 
format often has to be reverse engineered and may be tied to specific 
implementation details of the application.  3D Studio Max files are 
particularly infamous for this, going so far as to actually include the 
names of the plugin DLLs that were used to in creating the model, which 
is why you don't see any other software that can read .max files.

The trend, hopefully, is towards interoperable file formats (like X3D 
and Collada are picking up some steam) so that modeling programs can 
export to common, well documented formats that applications like VOS can 
read in.  Vendor lock-in through file formats is especially severe in 
the world of 3D data, where unlike text documents you don't have the 
last-ditch option of exporting to plain text, or printing it out and 
scanning it back in...

On Tue, Jan 23, 2007 at 08:05:03PM +, sconzey wrote:

 Maybe a set of shell scripts, rather than plugins for the actual 
 application...
 
 have a blend2cod, and a obj2cod and a lwo2cod etc...
 
 On 1/21/07, Jason Heblack [EMAIL PROTECTED] wrote:
  On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
   On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
  
   Its nice that one can use blender to convert models, but thats another
   barrier to download, keeping people from attending.
   Are there other modeling tools that it would be nice to support?
   Sketchup would be a good one I think, it's really easy to use and is
   becoming popular and well known through its association with Google Earth.

-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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[vos-d] VOS requirements

2007-01-23 Thread Peter Amstutz
I've started writing up a requirements document for VOS.  While we've 
had unstructured TODO lists in the past with various ideas for 
features, we've never sat down and tried to document exhaustively what 
exactly it is that we want VOS todo.  I think having it written down 
will help us get on the same page with regards to what the ultimate 
goals are.  It's also necessary for planning, and for connecting 
features in the actual design to specific capabilities we want.

By the way, I've started referring to the overall 3D platform (but 
particularly the end-user browser application) as Interreality 3D.  
This means I're retiring the old name Ter'Angreal, at least in terms 
of the public branding.  The name may stick around internally as a way 
of distingushing the client application model from pieces like A3DL.  
Everything is getting rewritten (again) for s5 anyways.

Why am I working on all this documentation stuff instead of coding?  
Well aside from the reasons stated above, I'm working on finding funding 
to be able to start Interreality Consulting, which will enable me to 
work on VOS full time.  So I see this as a time investment now that will 
help things to proceed more smoothly down the road.  Also, I wanted to 
start documenting the proposed design of s5, and the best way to do that 
is to be able to connect each design decision to fufilling a specific 
requirement.

So, here's the requirements.  Comments and additions are welcome -- this 
is a first draft and I'm sure there are lots of oversights.  If you have 
a pet feature you'd like to see, now is the time to get it in so it can 
be considered seriously later on.

  Table of Contents
   1. Requirements

1.1. Mission Statement
1.2. Multiuser Requirements
1.3. Online Networking Requirements
1.4. Platform Requirements

  1.4.1. Scripts
  1.4.2. Interactivity
  1.4.3. Authoring

1.5. 3D Graphics Requirements

  1.5.1. Meshes and Effects
  1.5.2. Avatars
  1.5.3. Animation requirements

   Version 0.30.0
 _

Chapter 1. Requirements

   An unsorted list of all the thing we want Interreality 3D to
   do.
 _

1.1. Mission Statement

   Develop a free software platform for multiuser, online,
   collaborative 3D applications. 

   What do we mean by this?

   Free Software
  Interreality 3D will be released under a free software
  license such as the GPL or LGPL.

   Multiuser
  Interreality 3D will allow many simultaneous users that
  are all able to see and interact with each other, and
  share a synchronized view of what is going on in the
  virual space.

   Online
  Interreality 3D will be Internet-based. This means it
  must be robust and usable over the real Internet
  where uneven latency, firewalls, packet loss,
  heterogeneous networks, narrow pipes, etc are the norm.

   Collaborative
  In addition to using the space to communicate with one
  another, Interreality 3D will allow users to use the
  space to create and work simultaneously on projects and
  documents.

   Platform for ... 3D applications
  Interreality 3D will not be limited by focusing on a
  single-purpose application but rather will be an
  engine or platform that enables development of many
  types of 3D applications. This will include 3D games,
  social spaces, scientific visualization and education.
 _

1.2. Multiuser Requirements

   Users shall be able to communicate using typed text messages.
   Messages may be sent privately to a single other user, to
   users in the local vicinity, or broadcast to the entire
   virtual space as appropriate.

   Users shall be able to emote text descriptions of their
   actions.

   Users shall be able to use VOIP to communicate in the 3D
   space. To promote a sense of immersion, audio will be
   spatialized so that they appear to come from the avatar.

   Users shall be able to establish accounts which persist when
   the user is not logged in.

   Users shall be able to securely authenticate their identity to
   the server.

   At the discretion of the system administrator, users may be
   restricted in what they can do. The system shall have a
   permissions or capabilities architechture in place that
   concretely expresses how users are able to interact with the
   system.

   The system administrator shall be able to lock out or delete
   user accounts at any time.

   Users shall be able to have inventories of objects they own,
   and transfer virtual world objects to other users. The
   specifics of inventory management should be left up to
   application logic.