[vos-d] Virtual worlds meeting at siggraph 08
This is a reminder for those interested in attending/demoing/speaking at the Multiuser Virtual Environments BOF: MUVE MOOT. So far we have 8 presenters: Chris Thorne, PhD Candidate, The University of Western Australia, http://www.csse.uwa.edu.au/virtual Tony Parisi, Chief Platform Officer of Vivaty, http://www.vivaty.com/ Michael Wilson, the CEO of There.com, http://www.there.com/ Doug Twilleager from the Wonderland Group, Sun Microsystems, https://lg3d-wonderland.dev.java.net/ Rafhael Cedeno, CTO Co-Founder, The Multiverse Network, Inc., http://www.multiverse.net/ Associate Professor Don Brutzman, The Naval Postgraduate School, Monterey, CA, http://web.nps.navy.mil/~brutzman/ Peter Schickel, CEO of Bitmanagement, http://www.bitmanagement.com/ possible speakers: Professor Mick Brady, Professor Emeritus, Russell Sage College; currently Live Teams Manager at the Serious Game Design Institute at the Santa Barbara City College; Second Life photographer, blogger, writer and digital artist. ... http://mikimojo.com Multiuser Virtual Environments BOF: MUVE MOOT Location: Los Angeles Convention Center Room(s): 507 Date(s):Wednesday 13 August Reservation Time(s): setup time at 12noon, teardown until 2:45pm Meeting Time(s): 12:30-2:30pm Room Setup: theater style with seating for up to 100. link: http://www.siggraph.org/s2008/attendees/birds/ Meet and discuss Multiuser Virtual Environments (MUVEs) and demonstrate your work. Topics of interest can be application related: such as MUVEs in art, education, entertainment or business, or technical, such as modelling or protocols for MUVEs. Whether your interest is in standards or just playing, whether you are involved in multiuser games, online virtual worlds, collaborative or business applications, please come an share your thoughts and demo your work! The main subject I would like to focus on is the influence of 3D virtual environments on social networking. But it is free format and you can speak on other subjects. Some topics of interest: virtual commerce, gameplay, technologies (grid, protocols and 3D graphics), privacy and protection of virtual property. Anyone who wishes to present or plans to attend please email me (dragonmagi (at ) gmail.com) so I can get some idea of numbers. A possible agenda: 1. Introductions 2. Demos 3. Discussion: 4. The state of the art for MUVEs 5. Impact of MUVE and social networking technologies on each other 6. Virtual commerce 7. Technologies (e.g. grid, protocols and 3D graphics) 8. Standards, Platforms and portability 9. Future directions/Current development plans 10. Announcements About the Organiser: Chris Thorne is a PhD Candidate with over 25 years experience in 3D graphics industry and academia. His PhD research is more about the fundamentals of MUVEs and simulation (ways to improve quality, fidelity, scalability, accuracy) than developing MUVES themselves, although he does have a MUVE in development called The Virtual Universe Project (http://www.csse.uwa.edu.au/virtual/). He is interested in the influence of MUVEs and social networking technology on each other. About SIGGRAPH: SIGGRAPH is the worlds largest yearly interactive computer graphics conference. For more information see: http://www.siggraph.org/about -- Australian Ambassador, Association of Virtual Worlds, http://associationofvirtualworlds.ning.com/ It be a great secret: there be greater truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] SIGGRAPH multiuser virtual worlds/applications BOF
Hello, for those interested in virtual worlds/applications, a Multiuser Virtual Worlds Meeting (MUVE Moot) is to be held at SIGGRAPH 2008, please see http://www.siggraph.org/s2008/attendees/birds/ Location: Los Angeles Convention Center Room(s): 507 Date(s):Wednesday 13 August Reservation Time(s): setup time at 12noon, teardown until 2:45pm Meeting Time(s): 12:30-2:30pm Room Setup: theater style Meet and discuss Multiuser Virtual Environments (MUVES) and demonstrate your work. Topics of interest can be application related: such as MUVEs in art, education, entertainment or business, or technical, such as modelling or protocols for MUVEs. Whether your interest is in standards or just playing, whether you are involved in multiuser games, online virtual worlds, collaborative or business applications, please come an share your thoughts and demo your work! Anyone who plans to come please email me so I can get some idea of numbers. Please also say if you have something to present and what you would like to see on the agenda for discussion. A possible agenda: 1.Introductions 2.Demos 3.Discussion: 4.Language and protocols 5.Standards 6.Platforms and portability 7.Current development plans 8.Future directions 9.Announcements cheers, chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] development status
Hi, just a few comments on other status that may interest. I have been testing tcp/ip networking with an implementation of the network sensor nodes in Flux. I have been able to get the basic test examples to work with two linux servers. An example of the nodes is given below. For the mass avatar event at siggraph I will be working on modifying the communications for UDP. This raises the possibility of testing vos server with these nodes if ur inteterested. A description of the test examples and MM server is at http://www.mediamachines.com/hydra/ my experience with installing / running the server is at: http://planet-earth.org/smam/fluxServerInstallRun.html tho u would be wanting to run your own vos server. I am also running a 2 hr multisuer virtual world BOF at siggraph (August) so if you want me to demo vos let me know. I would want something that would not require old browser versions, old java etc if possible because I need to be able to demo other stuff with current tech as well. cheers, chris ?xml version=1.0 encoding=UTF-8? !DOCTYPE X3D PUBLIC ISO//Web3D//DTD X3D 3.0//EN http://www.web3d.org/specifications/x3d-3.0.dtd X3D profile='Immersive' Scene Group Transform DEF='CUBE_TRANSFORM' Shape containerField='children' Appearance containerField='appearance' Material DEF='Blue' containerField='material' ambientIntensity='0.200' shininess='0.200' diffuseColor='0 0 1'/ /Appearance Box containerField='geometry' size='1 1 1'/ /Shape /Transform PlaneSensor DEF='PS'/ /Group NetworkSensor DEF='ES' networkSensorId='ES' field name='translation' type='SFVec3f' accessType='inputOutput'/ Connection DEF='muserver' containerField='connection' url='swmp://84.20.147.209:13214/MM-6-12345678'/ /NetworkSensor ROUTE fromNode='PS' fromField='translation_changed' toNode='ES' toField='set_translation'/ ROUTE fromNode='ES' fromField='translation_changed' toNode='CUBE_TRANSFORM' toField='set_translation'/ /Scene /X3D On 08/06/07, Peter Amstutz [EMAIL PROTECTED] wrote: Ok, things have been a bit quiet lately, so I want to let everyone know what's going on with VOS. The first bit of news is that starting in July, I will be able to dedicate half of my time (20-30 hours a week) to VOS development. I have made an arrangement with my current employer to work part time, so this works out well for everyone. Second, I am continuing to do design work on s5, and have spent some coding time doing prototyping certain crucial features to better understand them. I've made some progress in understanding how better to structure control flow in the presence of asynchronous requests (in s5, *all* requests will be asynchronous) by using continuations and futures. I'm also investigating some ideas for a new security design, which I hope to write about to the list shortly. Third, s5 is going to use a Python-based build system called Scons, which I described in my email about build systems a little while ago. I hope that this will enable a degree of automation and cross-platform support that is impossible with autotools. I've spent some time hacking on it and I'm comfortable with it, and it is under active development so it seems like a safe bet. Fourth, my intention is that come July, I will hit the ground running with implementing s5 -- you will start seeing real progress and not just talk. My hope is that in as little as a month or two, I can have enough of the s5 kernel written that other people interested in helping can contribute. 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 made. I think that about covers it. Comments? -- [ 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 http://interreality.org/%7Etetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFGaMhzaeHUyhjCHfcRAvU7AKCPAPAnl4kSpM2ygePmufUY/A0XPgCgsNfW PoQTZ7Vcj94J7BjwAo/CKpA= =3m95 -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] A3dl redesign (was Re: Scaling and Origins -- 0.23 vs 0.24)
All good points IMHO, it would make it easier to import/export/translate between formats, chris On 22/05/07, Ken Taylor [EMAIL PROTECTED] wrote: Peter Amstutz wrote: Since most of the work has gone into the network layer, a lot of stuff in the 3D layer was a quick proof of concept rather than being really well thought out. Even if s4 - s5 transition wasn't necessary, an A3DL redesign was already on the plan. There's a lot of unwritten stuff like this for a newbie to the VOS project like me :) But it's good to know. I didn't really know how set you guys were on the current state of a3dl, but how much it seemed like make it work easily in CS was the main design objective made me a bit uncomfortable with it. But knowing that it was mostly a proof of concept and that a redesign is on the plan makes me feel a bit better. So, I don't know if it's too early to start talking about redesigning a3dl, but thinking about it today I had a thought. You guys already want to have VRML (and eventually X3D) translation to and from VOS/Interreality 3d data. Well, why not make it easier by desigining a3dl to be as close to 1:1 with X3D as possible? The X3D guys are putting a lot of work into hashing out the things that an interoperable 3d standard needs, so why re-invent the various wheels? I'm not talking about adopting X3D file formats as the interchange format of course, but rather having the object types and properties have a 1:1 correspondance with those in an X3D scenegraph, and have the formats for textures and meshes and shaders and such be X3D compatible. Of course, it doesn't have to implement *all* of X3D, and will have its own extensions on top of what X3D specifies (I'm thinking something like inter-server portals would probably be very vos-specific). But it might be a good idea to ride on top of their basic design. Also, doesn't X3D specify different optional modules and levels of compliance? You could have that kind of information published by servers and clients, even, to help with service discovery. But I actually don't know too much about X3D at the moment -- learning it is on my ever-expanding todo list :) There will probably be some extra work in making crystal space loaders for a3dl if it's done this way, but it's probably better for the VOS standard in the long run. Of course, if there's some reason you guys don't want to do an X3D-inspired design and think it'd be better to start from scratch with the 3d scene data I would be really interested in your opinions. Does X3D have any serious flaws that would hold it back from being the right data model for Interreality 3D? -Ken ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Wanna help the Mass Avatar Mash?
On 15/05/07, Reed Hedges [EMAIL PROTECTED] wrote: We don't have specific plans for H-anim and VOS. We haven't designed how jointed, animateable geometry will work in VOS yet. Chris is just keeping us informed about possible things to do (thanks Chris) I think. np, and the other reason is that we should be able to get a X3D client talking to the VOS server via the network nodes and with a client side proto wrapper to handle the VOS specific protocol. At this point, we plan on having a general VRML server for VOS that exposes a running VRML scene in VOS, but I've been lazy and distracted by web stuff and haven't worked on it for a while. :) how terrible of you! If anyone is interested in talking about how jointed, animated geometry will work (for both humanoid avatars and other stuff) will work, go ahead :) still dark magic 2me , chris Reed On Sat, May 12, 2007 at 12:18:32PM -0700, dan miller wrote: can someone sum up what's going on with this project? Is there going to be some sort of H-anim importer to VOS? Or some other X3D compatibility strategy? -dan ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- http://www.planet-earth.org http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] SMAM: request for avatar selection page developer
Hi again, for the event we will need a page ppl can go to to select their av and enter the world. The avatars available will be the ones tested and proven for the event. The catch is that this page will have to have a back end part that communicates the use id and avatar id to a server. There are many ways we can do this, from writing to a file (which server code can read), database or sending over the network. I don't want to use a database just for the event so file or comms are the choices. There will need to be a login, of course, but security is proly not necessary: just unique login names and maybe password. But email and email verification would be a good idea for preventing bots. So, if you want to put up their hand for this task, pls let me know, thanks, chris -- http://www.planet-earth.org http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] NetworkSensor note to abnet, vos, vrspace, cyworx, deepmatrix etc
Hi to all those ppl in the MU VR projects I listed and others I did not list. I thought I should say something about the NetworkSensor being proposed for X3D standardisation. Although it is now in the working group process and I cannot disclose all the details of the WG's current version until it has passed the relevant approvals, there is one general point I thought I should clarify: the proposed nodes will not block use with protocols from abnet or vrspace or whatever server. They enable such use. The specification allows you to identify the application protocol, say abnet, vrspace or swmp etc to be used over tcp/ip or UDP etc. Therefore, if you have a client Browser that can process a protocol for abnet, vrspace or swmp etc, it will be able to talk to the corresponding server. cheers, chris -- http://www.planet-earth.org http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Wham! SMAM! Avatar Jam!
For this event OTTOMH, here is a first cut at things that have to be accomplished: I will use the headings as an outline to this document: http://www.planet-earth.org/sg07/SMAM07.html where I'll just start blatting information to as I find it. 1. May 1.1 Find/allocate some servers for prototyping. 1.2 Collect together a set of public avatars to use and test them (we want to ensure there are no scripts that would bog a client down and they all basically work). 1.3 Work out a simple protocol for streaming avatar movements over tcp/ip or udp (or both). Since MediaMachines have a demonstrated prototype protocol (SWaMP), implemented on Flux: , that would be a good place to start. 1.4 Choose one or more server software components to test client-server comms and server-server comms. 1.5 Choose some client software to run tests on. 1.6 Run server-server tests and client-server tests. This will be to shake out the various tools / technologies we have to choose from. 1.7 Analysis, planning next month. 1.8 Organise booth(s) at siggraph show floor. My company (Systemic) is putting some money in, what about yours? 1.9 UI for login and avatar selection. 2. June 2.1 First single server-client multiple avatar tests. There will probably be multiple isolated tests like this. 2.2 User interface tests. 2.3 Client interaction tests. 2.4 Second single server-client mass avatar tests. There will probably be multiple isolated tests like this. 2.5 Analysis. 2.6 Planning for July. 3. July 3.1 First serious test of mass avatar collaboration at a selected hour. 3.2 Second serious test of mass avatar collaboration at a selected hour. 3.3 Analysis. 3.4 Planning for the conference. 4. August 4.1 Conference demonstration 5th-8th. 4.2 MUVEW Networking BOF (Thursday 10:30-12:30). Anything else?, regards, chris -- http://www.planet-earth.org http://ping.com.au http://systemic.com.au http://planet-earth.org/Rez/RezIndex.html -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Flux Worlds Server Announcement
Some good point Ken, and I think some should find their way into the NWWG requirements. I would add that the protocol should support the efficient implementation of a heartbeat. This sounds pretty specific but I think the abitily of a system to know that the server and clients are responding and how long it is taking them to respond is important. Single byte or word UDP payloads wrapped in a v small packet should suffice for this. I use a use case based on eve-online: think of a player who has invested hundreds of millions of isk (in-game currency) on a battleship and 1.5 years training/playing to get there. In a battle with NPC pirates the server lags badly. Madly typing at the keyboard produces no response and he cannot get his active armor or weapons online. Meanwhile the server the NPC pirates are destroying the ship with no status update at the client. The player gets s couple of updates: one showing his ship 3/4 destroyed - he tries warping out but the server does not respond in time. His next update is pieces of ex- battleship. Now in this scenario, if the heartbeat system is not in place then there no indication the ship was lost through player incompetence or because of a server side issue. Sure, the vendor may have stats on server load that would back a petition from the player for his ship back, but I think a heartbeat system would be valuable in this case. cheers, chris On 31/03/07, Ken Taylor [EMAIL PROTECTED] wrote: 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 any metaverse system: - Not only can anyone run a server, but they can easily interlink and users can freely traverse the spaces between different servers, with the potential for seamlessly connecting virtual spaces (eg, with portals). - The protocol is future-proof and can keep up with developments in technology and new ideas for interaction while maintaining backwards compatibility and a reasonable experience for those with hardware or bandwidth that can't support the latest-and-greatest - The protocol should support use creation and ownership of content, including a flexible scripting system, and the ability to transfer user-created content between servers. It should support collaborative editing and interaction with content. - The protocol is highly extensible through 3rd-party plugins and not locked-in to whatever the committee decided at standardization time was, for example, the best parameterized-avatar system/voice-chat system/streaming-video protocol/physics system/what-have-you. However, at the same time, there should be a robust baseline spec that allows all users to have a decent experience even with no plugins added. I definitely see VOS as having the potential to meet all these requirements and beyond. I can't really tell from the press release how far they are planning to go with flux worlds. My guess is it's going to be yet-another-shared-space-server, this time based on X3D and easily integrated with web pages. So it'll probably be really neat, but not the metaverse yet ;) -Ken - Original Message - From: Tony Parisi [EMAIL PROTECTED] To: 'x3d-public list' [EMAIL PROTECTED]; 'www-vrml' [EMAIL PROTECTED] Sent: Friday, March 30, 2007 2:08 PM Subject: [www-vrml] Flux Worlds Server Announcement Folks, We've been up to something over here - thought I would tell you about it before you heard it on the street. Media Machines has been developing a multi-user server based on a new protocol that we intend to put out into the open. We have dubbed it Simple Wide Area Multi-User Protocol, or SWMP (pronounced swamp). The intent is to work with Web3D and potentially other organizations to standardize SWMP. We will also supply a basic open source implementation. Our overriding goal-- one that we are pursuing with total passion and vigor-- is to create an open infrastructure for the Metaverse. We have wrapped SWMP into a server product called Flux Worlds. Flux Worlds is currently in alpha test. While the product is still several weeks away from beta test, we announced it yesterday with the goal of attracting early signups for the beta. We are also integrating a prototype of the new X3D networking nodes being developing by the Networking Working Group, right into Flux Player. The results look promising. Anyway, here is the announcement. We would love to have you be part of the beta when it's ready! http://www.mediamachines.com/press/pressrelease-03292007.php Remember, the Metaverse needs open protocols. Without them... everything else is Just a World. Yours virtually, Tony - Tony Parisi 415-902-8002 President/CEO
Re: [vos-d] blog mention of VOS
On 09/03/07, Peter Amstutz [EMAIL PROTECTED] wrote: This made me smile: http://slgames.wordpress.com/2007/03/05/alternatives-to-second-life/ ``Virtual Object System - Worthy of note purely because they share the dream of creating The Metaverse. There's not really a lot to see yet, but the reason is that they're taking a very from the ground up approach. IF this every lauches, it will end up being fast and reliable. Their wiki is active, so it's worth keeping an eye on. If they every decide to go for VC funding, they could crush everything else.'' There is also a comment on the blog post which clarifies a few points the original author made -- whoever CrystalShard Foo is, thanks :-) 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 working with investors, please contact me. Since we're going for a distinctly nontraditional business model (open source, open development, community involvement early and as much as possible) some of this is uncharted territory... Hi, I am a bit behind on these emails so may be saying things already covered but, One thing that may help: We once got some funding from our telco mainly *because* we were open source etc. They wanted technology that would look attractive to businesses to take up and the low cost of an open tech, it's long term maintainability were some strong points in favour. The pitch was to offer technology that would lead to higher use/take up of broadband for rich media applications. This helps broadband businesses to make money. The other thing is that other businesses can now see examples of business models that started off offering free technology and now make money from some added value/premium accounts etc. SL, google earth, ... etc. chris [ 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 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GNU/Linux) iD8DBQFF8OamaeHUyhjCHfcRAn+zAKCMWF5VLbeheE7eEQrdHZzq8jJgvQCgpPBL eK+PRroiLOpzp8E+8eJP438= =fpr4 -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- http://www.planet-earth.org http://ping.com.au -- It be a great secret: there be more truth at the centre. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] The beginning of true MU X3D possibilities
Hi everyone, I case u haven't seen my big list posts, there is now a network working group for X3D aimed at putting support into X3D for things like routing events across network connections like you currently do with internal ROUTES. Of course, it will allow direct support for chat and game style comms internally from the Browser too. There is already an implementation being worked on by MediaMachines for their Flux Player (and other projects) - they are presenting a paper on it at the upcoming web3d conference in April. Things are finally moving ahead in the web3d networking area: just think: ability to do low latency UDP or full featured http without having to use a proprietary implementation or go via some difficult external API layers. So if you want to support / influence the development of this part of the spec please join the working group. cheers, chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] The beginning of true MU X3D possibilities
On 2/28/07, Peter Amstutz [EMAIL PROTECTED] wrote: Is there a web page/mailing list set up for this working group? I'm there is a link to working groups at: http://www.web3d.org/x3d/workgroups/ which has links on how to join underneath. interested in seeing what they're working on. My understanding, though, was that there are some fundamental design constraints of X3D that make a fully shared environment exceedingly difficult. The network node that you describe just bridges events between x3d browsers, which still dumps No real constraints - it is general networking capability and routing between Browsers is only one of the applications. You could do chat with an XMPP chat client, communicate with a server thru a port, send binary encoded bytes to / from anything. It is designed to generate events in/out of the sensor node but there is complete flexibility as to what you map to what fields and it allows for either sending X3D encoded stuff or a protocol of your own making. You could, for example, send packets containing two integers and have them routed to an MFInt32. more details here: http://planet-earth.org/x3d/networkSensor.html and: http://planet-earth.org/x3d/networkSensorProposal.html http://planet-earth.org/x3d/UIUseCase.html http://planet-earth.org/x3d/ExampleNetworkSensor.html The SWAMP protocol being implemented by MediaMachines is specific to using the X3D scenegraph model - which has some advantages - but that would be separate from, say, a chat channel which could be running on another port. hope that is clear enough, chris the entire burden of synchronization on the x3d author... On Tue, Feb 27, 2007 at 05:44:03PM +0900, chris wrote: Hi everyone, I case u haven't seen my big list posts, there is now a network working group for X3D aimed at putting support into X3D for things like routing events across network connections like you currently do with internal ROUTES. Of course, it will allow direct support for chat and game style comms internally from the Browser too. There is already an implementation being worked on by MediaMachines for their Flux Player (and other projects) - they are presenting a paper on it at the upcoming web3d conference in April. Things are finally moving ahead in the web3d networking area: just think: ability to do low latency UDP or full featured http without having to use a proprietary implementation or go via some difficult external API layers. So if you want to support / influence the development of this part of the spec please join the working group. cheers, chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- [ 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 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GNU/Linux) iD8DBQFF5ElqaeHUyhjCHfcRAhJzAJ43YKsgrZzAtKgne1NRKnwzXB8JIACfTIiV mQ8vOVeXkP4002UnS6RCFQs= =6njc -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Physics Braindump
Do you have UDP implemented? I imagine the physics would require fast client-server UDP link, chris On 2/26/07, Peter Amstutz [EMAIL PROTECTED] wrote: Since VOS was originally conceived as a peer-to-peer system, we had this idea that we could do client-based physics, but that idea quickly breaks down when you have more than one client applying force to a single object. So it will probably end up being something like server-based simulation + client side prediction. Prediction may be as simple as sending linear/rotational velocity and extrapolating from that, perhaps with collision detection so people don't appear to run through things... One thing I've come to realize is over the Internet lag is often so bad that close synchronization is impossible and the best you can do is make it look good on each client and just hope it's close enough. On Thu, Feb 22, 2007 at 08:41:09PM -0800, Ken Taylor wrote: 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 sector physics simulation. I'm no physics simulation expert by any means, and I still have a lot to learn about VOS, but I got a good picture in my head of how VOS physics could work themselves out. I was inspired by http://www.gaffer.org/game-physics/ (especially the article on network physics) and http://developer.valvesoftware.com/wiki/Lag_Compensation ... feel free to comment/criticize/refactor/ignore :) -Ken ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d -- [ 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 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GNU/Linux) iD8DBQFF4mUGaeHUyhjCHfcRAm9HAJ9MNHkyTqzUytHDzXuv0Wp15CY7RgCeKcK+ HcChaRQoyhCZE+LlXkY5j2I= =YMgX -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/13/07, Reed Hedges [EMAIL PROTECTED] wrote: chris wrote: ...there's a global coordinate system, and a local rendering coordinate system... So the main thing that you need to do, I guess, is represent your global coordinate system not with IEEE floating point numbers (doubles have the same problem, just further out), but with a fixed point representation (or string even), and be careful in converting them from that representation into IEEE floats but in the local viewpoint-centered rendering coordinate system. Right? Yes, as far as coordinate system considerations go, that's pretty much it. tho it does not matter if you use doubles, quads or fixed - so long as you maintain sufficient precision and therefore accuracy in the object system - whatever works best. I do suspect, however, that a floating point representation will give better scalability in the general case. chris Reed ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/11/07, Ken Taylor [EMAIL PROTECTED] wrote: 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 physics simulation space to world space for the purpose of rendering the frame is any more difficult than transforming from, say, a model's local coordinate system to world space. if it's not part of the scene when u simulate the physics then when you add the objects of the physics sim into the scene (assuming you have a way to do this over a series of frames) you could have all sorts of unrealistic things like objects passing thru others, objects not occluding when they should, no shadows etc. chris Ken ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/10/07, Peter Amstutz [EMAIL PROTECTED] wrote: On Wed, Feb 07, 2007 at 08:57:18AM +0900, chris wrote: That is not to say this model cannot work as a hybrid system with portals at doorways, for space jumps etc. In fact, for very large scale solar/galaxy systems you would have to either use very high precision in the object system or maybe double precision with portals. but to get optimal accuracy, scalability etc throughout where the avatar travels then the graohics engine should be looking at a continous floating origin. Don't space-warping portals achive this effect? When you walk through the portal (both the rendering walk as well as the actual avatar moving through), the space rendering is now centered on a new coordinate system. Provided your sectors are relatively small, this seems to be more or less equivalent to the periodic recentering described in the Sure it'll fix many problems - just like other segmentation approaches. It won't solve all, so it depends on what you want eventually. Dungeon Siege paper you posted. One of the points of the Dungeon Siege paper was also that recentering was a relatively expensive operation, so you didn't want to do it every frame, but only when the camera crossed certain boundaries, so it's not truely continous in the sense of doing it before every frame. Besides, that's complete overkill, since the point here is precision problems crop up at distances of 30-40km from center (assuming 1 notron = 1m) so it takes a very very large world before this becomes a problem (or you're doing a geospatial simulation...) The point of referring to DS was that their segmentation approach was expensive. All segmentation approaches have to have some mechanism to deal with the boundaries between segments. If you can create artificial portals and handle them efficiently then that's ok. But when they occur in places in free space - overheads and other problems can arise. Like what happens if you have an NPC on one hill and an avatar on the other and a segment boundary between. If they are fiiring at each other and possibly going back and forth across the invisible boundary what do you do? Also, for Interreality, the issue is primarily one of representation, since we use an off the shelf 3D engine (Crystal Space). So my concern is how you're going to actually represent those huge worlds (since you do have precision problems beyond 30-40km) as a downloaded map, once you have that data loaded in, rendering is a separate issue. I can show that visible artefacts can occur even at one kilometer: e.g. when there are overlapping surfaces with small separation. A pretty common thing in a simulated natural environment. then the physics stuff can be shown to be unpredictable at 10m or 0m if time is not managed. (I haven't had a chance to read those other links you posted, so perhaps those explain the idea in more detail). Np, those papers don't go into depth on how you might implement inside the graphics engine. I think it is ok to choose a portal based segmentation system as long as you can work out a way to move to a floating origin in the future. As long as youhave an efficient mechanism of itterating over the objects and can modify the navigation system and viewpoint system then you should be able to do it without difficulty. And LOD - the ability to tap into the LOD mechanism for objects and modify it will be valuable in future. If you can avoid the kind of problems of DS then you should be ok. When I finish my thesis (soon!), I'll be looking for a open source 3D system I can modify and experiment with, so I'll have more to say then. Atm, my experiments have been at two ends of the spectrum: at the low level with C/OpenGL and at the other end with working on scenegrah and x3d browsers from the outside. I'll be looking for a project and open source community that is happy to support an effort to create a floating origin version of their system. chris -- [ 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 ] -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GNU/Linux) iD8DBQFFzJNzaeHUyhjCHfcRAmlDAKCYouXI1BsFG6TtrZWZe/+pOM+CtwCeI3Rr mI9o1aiQyp5HRqeyCHUn0Yc= =hPSI -END PGP SIGNATURE- ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/10/07, Karsten Otto [EMAIL PROTECTED] wrote: I am not quite sure what kind of precision is necessary here... I'd expect that it should be enough to center the current sector for displaying purposes, and re-center to the new sector once you cross a portal boundary. Considering relatively small sectors, I'd imagine an error factor of a few centimeters is not too disturbing when the objects in question are 50 meters away. This is probably two pixels difference on the average display resolution. I can live with that :-) What is enough precision is the main problem with all segmentation approaches - what is enough is worked out from experience/testing or guessing. But in terms of general simulation there is no one size that will always work when 10m or less can make a noticeable difference. Regarding physics simulation, which (if I understand you correctly) suffers the most from matrix creep, well... I am no expert, but couldn't you calculate this in a virtual coordinate space, derived from the world coordinates in such a fashion that all objects involved are close to the center? And then, once you reach some stable result, convert the virtual coordinates back to world coordinate space and continue from there? That may not be particularly precise or realistic, but again, as long as the system behaves more or less consistently, I can live with it. 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 - unless you artificially composite painters algorithm style. In that case it would work but all sorts of rendering things would not be consistent with rest of scene - shadows, lighting, occlusion etc. And to get the compositing part to look good might be difficult and slow the performance of your rendering system. e.g. if you used BSP tree system like fly3d then how do you composite a physics sequence over 200 frames when it crosses several partition planes? chris Regards, Karsten Otto Am 09.02.2007 um 16:29 schrieb Peter Amstutz: On Wed, Feb 07, 2007 at 08:57:18AM +0900, chris wrote: That is not to say this model cannot work as a hybrid system with portals at doorways, for space jumps etc. In fact, for very large scale solar/galaxy systems you would have to either use very high precision in the object system or maybe double precision with portals. but to get optimal accuracy, scalability etc throughout where the avatar travels then the graohics engine should be looking at a continous floating origin. Don't space-warping portals achive this effect? When you walk through the portal (both the rendering walk as well as the actual avatar moving through), the space rendering is now centered on a new coordinate system. Provided your sectors are relatively small, this seems to be more or less equivalent to the periodic recentering described in the Dungeon Siege paper you posted. One of the points of the Dungeon Siege paper was also that recentering was a relatively expensive operation, so you didn't want to do it every frame, but only when the camera crossed certain boundaries, so it's not truely continous in the sense of doing it before every frame. Besides, that's complete overkill, since the point here is precision problems crop up at distances of 30-40km from center (assuming 1 notron = 1m) so it takes a very very large world before this becomes a problem (or you're doing a geospatial simulation...) Also, for Interreality, the issue is primarily one of representation, since we use an off the shelf 3D engine (Crystal Space). So my concern is how you're going to actually represent those huge worlds (since you do have precision problems beyond 30-40km) as a downloaded map, once you have that data loaded in, rendering is a separate issue. (I haven't had a chance to read those other links you posted, so perhaps those explain the idea in more detail). -- [ 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 ] ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
through or straddling a portal? :) amen! chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
When I speak of a single continuous world space I am referring only to the subset of the application that is being used in the display system: the part of the app that includes the grahics pipeline. This is where we are forced to used single precision because of hardware limits and performance and this is where it is good to avoid overheads or artificial boundaries in an apparently confinuous space (like in Morrowind, when walking along a path, it would halt and you'd get a message like loading external environment and then you can continue). At any one time it is only a subset of the aplication space. for more background you may want to look at these papers: published in Cyberworlds 2006: http://planet-earth.org/cw06/thorne-CW06.pdf to be published in the Journal of Ubiquitous Computing and Intelligence special issue on Cyberworlds: http://planet-earth.org/ubcw/thorne-UBCW.pdf published in proceedings of Cyberworlds05: http://planet-earth.org/cw05/FloatingOrigin.pdf That is not to say this model cannot work as a hybrid system with portals at doorways, for space jumps etc. In fact, for very large scale solar/galaxy systems you would have to either use very high precision in the object system or maybe double precision with portals. but to get optimal accuracy, scalability etc throughout where the avatar travels then the graohics engine should be looking at a continous floating origin. The best description of a on-the-fly origin shifting system I have seen is O'Neil's A Real-Time Procedural Universe, Part Three: Matters of Scale: http://www.gamasutra.com/features/20020712/oneil_01.htm Although it is not a true continuous floating origin it gives similar effect. On 2/7/07, Peter Amstutz [EMAIL PROTECTED] wrote: On Fri, Feb 02, 2007 at 12:15:47PM +0900, chris wrote: Yes - that's why we use a single continuous world space. Many systems like VGIS divide the earth into fixed sized sectors. This sort of segmentation creates many overheads. The Dungeon Siege game segmented its world into SiegeNodes, each with its own local coordinate space. When the viewpoint crossed a boundary between nodes, the local coordinate system changed to that of the node being entered and a ``Space Walk'' began. The space walk visited each active node and recalculated coordinate transforms to shift objects closer to the new local origin. This ensured coordinates did not get large enough to cause noticeable spatial jitter. It uses considerable processing resources to do space walk and the frequency of performing recalculations has to be limited: ``as infrequently as possible to avoid bogging down the CPU'' {Bilas}: http://www.drizzle.com/~scottb/gdc/continuous-world.htm Okay, I've had a chance to read over and digest the continous world document. As I understand it, the world is basically a set of nodes which are connected to form an adjacency graph. The edges describes how the nodes are oriented/transformed in space in relation to each surrounding node. The camera works in the coordinate space of whatever particular node it's on, and everything else is recentered relative to the current node. I think this fits in very well with using portals in VOS. A normal portal is a polygon in space which causes the renderer to recursively start rendering the sector behind the portal, clipped to the portal polygon. This works nicely for indoor areas because if the portal isn't visible, it doesn't have to consider the room behind the portal at all. It's also used by some engines to connect indoor and outdoor areas (for example, I believe indoor areas in World of Warcraft are portals to a separate map, so that a viewer who is outside the building doesn't have to consider the building interior in rendering.) The second kind of portal is a space-warping portal. This works the same as a normal portal, except that a space transform (rotation and translation) is applied to the target sector. This means that target sector no longer has to be in the same coordinate system as your current space. Your current space has one origin, the space on the other side of the portal has another origin, and they're defined relative to each other. Thus, crossing the portal boundary is in effect recentering the entire space. I've always been against a unified coordinate system for virtual worlds for philosophical and pragmatic reasons (you're never going to get people to agree on how to allocate space except via some central authority), so it's good to consider that this is probably the best technical solution as well. agreed - as far as the object system, which is the main part of the application - you need appropriate coordinate system(s) - like lat, lon, height and reference system for geospatial. And for outer space some segmentation is likely. The translation from object system coordinate system to display system coordinate system happens with the LOD/visibility/active object activation
Re: [vos-d] second draft requirements
Hi Peter, It's good to see you are adopting a plugin framework approach. on meshes I was thinking you should support the triangular strip array as that is a very efficient form for rendering. Also, there may be another common mesh format worth supporting such as the one used in Ogre3D. For image formats, one of this biggest performance problems with X3D is due to the size of images that are needed for textures. Better compression support, such as jpeg2000 is pretty much essential. On security, what can be done about network communications security - e.g. encryption and authentication? chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] thought problem 1: physics
On 2/2/07, Benjamin Mesing [EMAIL PROTECTED] wrote: Question: will the two images of the two experiments show box2 in the same rest position relative to box1? Why don't we consider floating point precision issues as computers equivalent to Heisenbergs uncertainty principle? :) It does seem like that sometimes, chris Sorry, could help it ;-) Regards Ben ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Thought problem 2: physics 2
On 2/3/07, chris [EMAIL PROTECTED] wrote: On 2/3/07, Reed Hedges [EMAIL PROTECTED] wrote: chris wrote: Of course... why not use a big integer for time? I would guess that lots of software does, especially since that's what most operating systems give you (e.g. time_t). A big integer at a fixed precision has larger relative error than a small one Why? because, although the resolution is even, the relative error = number/maxint. oops that's not right - I was thinking in terms of how you calc error for floating point :( I need coffee ... chris Also, ODE doesn't use any randomness does it? Well it might - I posted questions to the relevant forum but got not reply. however, if I repeat the same experiment at, say the origin, the results are repeatable. chris Reed ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/2/07, Reed Hedges [EMAIL PROTECTED] wrote: Karsten and Chris are both right and have insightful comments. thx Reed :) There's no real computational or memory restriction on the size of a volume of space *as a volume of space* Chris is talking about the representation of coordinates. [[I.e. the only reason that a 1x1x1 kilometer space is different from a 1x1x1 meter space is that the 3 numbers are bigger. It's not like every 1x1x1 m cube within the 1x1x1 km space needs N bytes of RAM or anything :)]] In the past we've talked about the problems of resolution of large floating point numbers but never came to any solution for that per se, but perhaps to someday do automatic subdivision of the space into multiple sectors, whenever a need for a tool like that comes up. So you enter new subbordinate or nested coordinate systems as you move around. subdivision of space is the most common approach but it does not give a true continuous world space to move around in and has a lot of overheads managing the segments. There are also a multitude of special case problems that occur at the boundaries: it can become a mess. Artificially managing this thru portals is ok for games but does not suit all apps - like a virtual earth, for example. If you want to be able to see that whole galaxy in the rendering all at once that might be a bit of a challenge, but should be possible to figure out. (My guess is that graphics research has already discovered some solutions to this?) The best combo of techniques from research IMHO is what I call origin-centric techniques that build on the concept of a continuous floating origin (in the client side display system), includes special management of clip planes and LOD and a slightly different simulation pipeline architecture end-to-end from server to client. Plus stuff like imposters for distant objects in galaxies. Note since this is all the subject of my thesis I may be considered a bit biased in this area :) cheers, chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] Online Space
On 2/2/07, Reed Hedges [EMAIL PROTECTED] wrote: chis wrote: The best combo of techniques from research IMHO is what I call origin-centric techniques that build on the concept of a continuous floating origin (in the client side display system), includes special management of clip planes and LOD and a slightly different simulation pipeline architecture end-to-end from server to client. Plus stuff like imposters for distant objects in galaxies. Note since this is all the subject of my thesis I may be considered a bit biased in this area :) Oh, that's great! Please share your expertise. I can refer you to some papers/presentations/videos etc. The rest will have to come either from discussions like this or in later material I write. But first I think I'll begin with posing some thought problems that you can have a go at answering - I'll give the answers after with images, code/whatever to back it up. So what are some of the requirements on the server/networking? (Generally speaking, if that's possible.) i'll get to that later ... One thing that I'd like to have at some point is a way to enter another object/space; e.g. when flying around the solar system it's really a scale model of sorts, until you decide to descend to the surface of a planet. I guess the planet is basically a hyperlink to another version of itself. Perhaps the transition could be triggered automatically by proximity too. (though that might be confusing or irritating to users.) That's a nice idea but might be difficult. GeoVRML addressed this in a different way: they continuously scaled both avatar size and speed as you moved towards planet surface based on height above surface. That only suits some apps tho - like what if u want to enter a space station and ur avatar was 10 times bigger than the station! In theory, scaling of the space (and objects) does not solve the problem of navigation such large spatial extents because it just scales the problems with it. however, I have experienced some benefits in some cases that are currently unexplained. Basically, I find the main things here are managing the origin, clip planes (i.e. z buffer resolution), LOD. And if you look at O'Neil's articles you will see some of this plus stuff on imposters for planets, stars. chris We humans perceive different levels of scale depending on what the objects in question actually are; we can make those levels of scale explicit and both integrate navigation of the world in the world itself, and avoid the scale/coordinate representation problems (and having to manually adjust your movement speed from warp factor 5 to mach to walk :) [Notice that we never specify what the units in VOS are. We can call them notrons in honor of an original collaborator in the project :) As a de-facto convention they would probably be meters in most worlds, and TerAngreal's default walking speed is roughly based on that, but they don't have to be meters if you don't want to.] Reed ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
[vos-d] Thought problem 2: physics 2
Thought problem 2: physics 2 Suppose I am going to do a rigid body simulation. I put one box (box1) on a plane, at the origin and hold another box (box2) suspended a meter above the plane nearby. I release box2 at time t=20 and it bounces, perhaps collides with box1 then eventually comes to rest. I snap an image of the rest state of the sim. Now I repeat the entire sim with viewpoint, boxes and plane in exactly the same position as before. I drop box2 at time t=8000, let it bounce and snap an image of the sim when it is at rest. Question: will the two images of the two experiments show box2 in the same rest position relative to box1? ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] SecondLife client goes Open Source
On 1/9/07, Len Bullard [EMAIL PROTECTED] wrote: Letting out the viewer is something of a SOP. I think the server-side is possibly more important given that there are any number of open source viewers out there for 3D platforms that are just as good or better. It is the management of the server farm that makes the difference, that and a big budget for marketing. yes the server side services *and* the networking: SL uses UDP, X3D has little in the way of networking capability - direct from the client. I have been trying for two years to get improved networking and web services capability into X3D, but it is arduous. It became a working group proposal a year ago and still have not got the WG approved. The Consortium is slow to recognise what, I think, is essential to its success. chris Yes, I think they are looking at migrating the building market, but the only thing that brings in the bigCos is the site traffic. Otherwise, to Sears, there is no advantage to being there. IBM can talk a lot about boardroom VR but they are a services company in this market and without other companies willing to host on private farms, there is no market. There is a lot of puff in the online worlds market. Of what value is it to own content that you can't move because it only works on that platform? So like a Macintosh or a Mall, without a big membership that is actually going there often, having a presence there is largely a decorative bauble, a loss leader for being 'in the know'. This market is relying on the naivete of the IT groups of the companies hosting there. The in-world economy is a fascinating experiment in waiting to see when the Feds will begin to look at it the same way they look at church bingo. They tend to wait until the value is high enough that they can safely take their cut without killing the game. len -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Or Botton Sent: Monday, January 08, 2007 10:06 AM To: VOS Discussion Subject: Re: [vos-d] SecondLife client goes Open Source Granted, it was expected, but there is one major issue thats a big bad omen: And thats content copy protection. SecondLife has been largely tauted as a place where you can make a quick buck by creating and selling copies of content. This is mostly an artificial market created by placing DRM on objects - being able to flag a texture, model, script or an entire package as non copyable, modifyable or transferable. Personally, I am all for an opensource platform with no DRM involved. I believe that a VR platform can only become mainstream and widespread if it is open and free. But SecondLife's act is more self destructive because by nature they are not open and free. With the source out, it would be a rather easy task to duplicate models and textures of objects, pretty much breaking the DRM with a very casual effort from the programmer. This could be very damaging to their internal economy. Again, I do not support the concept of having virtual economies, but doing what they just did is more like shooting their own foot. Perhaps this signs that LindenLab now views the big gamers - companies and such as the real customers now? These people will have much less of an issue to enforce their copyrights then the regular person. ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] SecondLife client goes Open Source
On 1/11/07, Reed Hedges [EMAIL PROTECTED] wrote: chris wrote: On 1/9/07, Len Bullard [EMAIL PROTECTED] wrote: Letting out the viewer is something of a SOP. I think the server-side is possibly more important given that there are any number of open source viewers out there for 3D platforms that are just as good or better. It is the management of the server farm that makes the difference, that and a big budget for marketing. yes the server side services *and* the networking Cory Linden (I forget his real name) did a QA about open-sourcing the client, and someone asked him if they think that also open-sourcing the server would hurt SL from a business perspective, and he said No. But I wonder if they do have plans on doing it. Yes, that would be pretty interesting. X3D has little in the way of networking capability - direct from the client. It's true. X3D is basically silent about multiuser stuff. The main way of doing anything like on-line changes is a kind of AJAX approach: use a script to send requests back to a CGI program on the server for more data to display in the scene. There's a function in the scripting API which basically does this, called createVrmlFromString (or createVrmlFromURL?) or something like that. Ajax3D relies on the javascript/SAI (or EAI) API of the Web browser. But you can do it all with straight http and a combo of loadURL and createVrmlFromUrl. (as used on planet-earth.org and described in http://planet-earth.org/sg05/sg05EvolutionaryAccident.html http://planet-earth.org/sg05/presentation/EfficientHTTP.html http://planet-earth.org/sg05/sg05planet-earthInstructions.html). This uses just the two internal EAI/SAI calls and no issues with going to the Web browser for its javascript API. People have made some very workable multiuser systems that used VRML heavily in the past, and at least one or two of those are still around and kicking (VNet2 and VR4All; Blaxxun's thing?) though the networking and multiuser aspects are not standard. yes, all relied on the Web browser java script API, I believe and that kept on being broken by one industry player or another: e.g. when netscappe changed its javascript binding or when MS froze the java support, etc. So portable solutions were not possible. It is proly a similar situation today, but I would like to be shown wrong (e.g. show me a SAI solution portable across web browsers). I think that VOS could be a good multiuser networking front end for a VRML or X3D world running on the server-- VRML and X3D are designed to describe a scene, with scripts and routes in it to describe animations and interactions. The idea is to have that VRML system running on the server, and have that scene reflected in a set of A3DL VObjects. are A3DL ajax 3D objects? I agree somewhat: X3D, esp the XML coding, is best suited for interchange. It is rediculous to expect applications to be programmed in XML tho. VRML is better to program in, ditto for X3D CLassic, but python or something like that would be better. In designing the A3DL object model we took a few cues from VRML but we ended up trying to simplify and flatten things as well; some of the stuff that VRML does via extra nesting of nodes (like seperate Shape and Geometry nodes) we do via the polymorphic types of metaobjects. ok, I'd have to look it up - I don't know anything much about VOS except that it is basically something I'd like to see on the server side as part of a Web3D app. Anyway, I stopped working on the VRMLServer a while ago to go work on Web stuff for a while. I hope to go back to it soon but if anyone wants to work on it it's in the source repository. It's in a halfway state where it can load a VRML file and create some objects, but it's buggy. It uses OpenVRML to load and run the VRML scene. I want to look at collaborating on something like this in the future - after my phd (a few months). chris Reed ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] SecondLife geometry
Someone answered on another thread that it is not. They do cutting but not CSG. chris On 1/11/07, Reed Hedges [EMAIL PROTECTED] wrote: Does anyone know if you can do boolean operations with prims? I vaguely recall that you can apply a few cut out operations but not completely general prim-prim boolean ops?? Reed Mark Wagner wrote: On 1/10/07, Peter Amstutz [EMAIL PROTECTED] wrote: One thing I've been wondering about -- while their primitives seem to be a pretty clever solution to the bandwidth problem, is their graphics architechture completely committed to being based on prims? With the rest of the world being based on straight triangle meshes or surface patches, their graphics model seems to be completely unable to keep up with the state of the art in 3D graphics. One thing I like about the prim model is that it can be converted to raytracing and CSG with little to no effort. (Yes, you can raytrace meshes. But they look like raytraced meshes.) ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Re: [vos-d] SecondLife client goes Open Source
On 1/9/07, Or Botton [EMAIL PROTECTED] wrote: On Jan 9, 2007, at 1:08 PM, swe wrote: Textures look often shabby, most of their 'houses' look like boxes, their 'trees' flow in the sky, not on ground. I guessed lots of people there, but so far I found round 20 in the start place, which cybertown had in better times too. I have to chip in into this one - Its true that most of the structures you've encountered may look pretty bad, but you have to remember that this is mostly because the creators of said buildings tend to be inexperienced users. The idea behind SL's live building system is to leverage creation to the point where any user who wishs to try it - professional or not - can build something without having to go through a long period of study. This does cause alot of low-quality and bad looking structures to populate the landscape, but its not because the engine cannot do any better. Feel free to look me up on the IRC channel and i'll show you around SL - some of the buildings built by the more professional artists may surprise you. Yeah, some have spent the time to develop the skill and the content. I saw some impressive SL stuff, which surprised me considering how primitive their primitive modelling components seem to be. chris ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d