Re: [vos-d] status and scheming

2006-12-01 Thread Jonathan Jones




S Mattison wrote:
On 11/30/06, Peter Amstutz
[EMAIL PROTECTED]
wrote:
  
  
  
  interesting,
though, is that the relationship between the time on
the animation track, and world time, is kind of like the distinction

between world space and object space -- that the time parameter that
gets plugged into the animation loop has a linear transform relationship
with the "world" time.
  
Just don't stop the world for the animation of a single object. All the
users in a world should have the model, and should also know what
animation the model is doing, but they don't necessarily need to know
what frame of animation it is on. Updating each user, frame by frame,
would slow the server to a crawl, imo. 
  
  

All the server has to do is update the clients now and again on what
frame the animation is on, and how fast it's animating, that should be
sufficient to keep the clients in sync.

-sconzey


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Re: [vos-d] Animation comment

2006-12-01 Thread Jonathan Jones
Ken Taylor wrote:
 Jonathan Jones wrote:
   
 James Wilkins wrote:
 
 [streaming animations is good for syncronization]
   
 [do as much as possible client-side]
 

 A good compromise may be to have certain movements be activated by
 higher-level scripting (such as walking animations), and others be fully
 actuated (such as which direction the head is looking). Of course, as
 motion-sensing VR type hardware becomes more common, more people will want
 higher actuation in their avatars for immersion purposes. The amount of
 real-time actuation to use should probably be configurable by the clients
 and the servers. For instance, the client controlling the avatar can set up
 how much actuation to send out on the network, the server running the space
 can have a quota or limit of the amount of actuation bandwidth allowed per
 client and the types of actuation allowed, and another viewing client can
 tell the server what kinds of actuation and how much bandwidth it wants to
 receive. This way, users with the bandwidth can have a rich experience,
 while those with slower connections don't get totally left behind.

 Ken
   
Can I propose a change in nomenclature?

As has been pointed out before, we're talking about clients and servers,
but VOS is technically P2P, so I propose we talk
about fast-side and slow-side, or local and remote. Hopefully this
conveys what we mean by client and server, but fits in
better with the P2P architecture.

I don't really see why most peers need to know *exactly* where someone
is looking, if you have a couple of defined
look-positions, and then a look-at (object), most of the hard stuff can
be done fast-side.

 -sconzey


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Re: [vos-d] [planning] When are we content-ready?

2006-01-03 Thread Jonathan Jones
Okay, I'd love to work on that... I'm just not sure where to start. Is
there a native VOS format? Or are we having VOS resource files in XML
that specify other file formats for the various aspects of a VOS object?

I know that WorldBuilder have an open-source spinoff project that have a
pretty decent skeleton-based model system. It seems foolish to reinvent
the wheel.

 -sconzey

Peter Amstutz wrote:

  To start you off:
  - Support for skeleton-based animation

 Agreed.  Actually, we need to do a whole design for animation in VOS
 in general, both skeletal and keyframe.



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[vos-d] [planning] When are we content-ready?

2005-12-31 Thread Jonathan Jones
I think it would be a great idea to, on the Wiki, create a list of the
things that need to be done before we're completely content-ready.

To start you off:
 - Support for skeleton-based animation
 - Complete import/export support to and from blender, for both worlds
and avatars.
 - Physics.

What ya'll think?

 -sconzey

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Re: [vos-d] New VOS classes

2005-12-18 Thread Jonathan Jones
Probably the best thing to do is to write a class physics object first
to give us a point where we can start the physics engine. Then have your
vehicle as a descendant.

Jason Moyers wrote:

 Hello all,
 I have spent the last week modeling a motorcycle in blender (
 http://interreality.org/~masonjoyers/crotchrocket/index.html
 http://interreality.org/%7Emasonjoyers/crotchrocket/index.html ) and
 now that I have this spiffy model, I want to drive it around. To
 accomplish this I think I will add a vehicle class in A3DL. The
 question is what form of physics is currently working with VOS? I know
 Peter was playing around with ODE a few months ago, but I don't think
 that turned out so well. I believe currently physics is emulated via
 the client. I would like to have basic physics for the vehicle class,
 the drive torque is applied to the proper wheels, center of gravity is
 applied, etc.. So should I attempt to play with ODE? or should I just
 emulate my own physics code in the vehicle class?
  -Jason



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Re: [vos-d] Re: vip/userinterface

2005-12-17 Thread Jonathan Jones
Lalo Martins wrote:

And so says Reed Hedges on 17/12/05 00:28...
  

How about:

  * TerAngreal could include in its own site a home 3d world! This
would be your private, local world.  When you start TerAngreal, it could
initially connect to this world. The contents of this world would be
saved in a XOD file; if that file doesn't exist, it would create a
minimal default that contains some text/image objects that welcome you,
tell you what the default controlls are, etc.  In the future, TerAngreal
will have editing controls and you could modify the world.   This
private world could even contain 3d representations of all of the things
TerAngreal uses Vobjects to store info in (e.g. your preferences are
Vobjects, they could be editable in 3d)!


Heh, that's a really cool idea...

-sconzey

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Re: [vos-d] Re: [aims]

2005-12-15 Thread Jonathan Jones
Yeah, I myself dream of a 3D gui to an operating system, where a desktop
really is just that.

Lalo Martins wrote:

And so says Jonathan Jones on 11/12/05 02:37...
  

Just out of interest, forget sourceforge, forget the website, in your
minds, what do you aim to acheive with this project?


Me, I want the 3dui - the everyday UI you use to do stuff.  This is at
the same time more and less interesting, because there are already a few
functional 3duis.  


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Re: [vos-d] [browser] UI ideas

2005-12-10 Thread Jonathan Jones
That's an important distinction. Is the chat code going to be integral
to the VOS protocol, or is it going to be relegated to the role of a
standard plugin?

Lalo Martins wrote:

 I was talking to Peter on IRC about UI flexibility - how to allow
 the browser to adapt itself for games and whatnot - and defending
 the idea that client-side code (as in code downloaded from the
 site) is a can of worms that doesn't need to be opened yet.





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