Re: [vos-d] development

2007-08-21 Thread S Mattison
 The goals for the UI prototype is to explore how to present a highly
 configurable user interface based around vobjects, to consider the kinds
 of tasks and workflow a user might perform in the GUI, and to confront
 cross-platform issues (in compiling, in the operation of the GUI and in
 distributing binary packages) up front, so that development stays
 honest and as OS-neutral as possible.

Wait, so, you mean, you're rendering the UI widgets in 3d now? (It
sounds more and more like Blender each day.)

 Both academically and professionally, Reed and I have a great deal of
 background in agent-based simulation.  It gives us a focus that is a bit
 more specific than simply build a game engine, and looking at it from
 a the standpoint of formal simulation design lets us apply a little more
 rigor than goes into the average game or entertainment-oriented virtual
 environment.

Certain elements common to game engines might be helpful for more than
just making games, but I can see where you're coming from.

 By developing the UI first, I'm also taking a more top-down design
 strategy.  In the past, developing the backend first has led to the UI
 and the sample 3D worlds being an afterthought, which of course didn't
 impress most users.  To avoid making that mistake again, I'm going to
 focus on UI and content creation up front, to make good presentation and
 usability (and usefulness) a priority, and only then develop the backend
 to support those requirements.

With Usability as a focus, you could attempt to allow users to create
their own content, which I think should be the aim of a
community-oriented project such as this one. More content means more
popularity means more content, etc, etc.

 (It also helps that I'm getting more comfortable with modeling in
 Blender, and can produce programmer art that is at least marginally
 better than colored boxes).

Extrude. Rotate. Subsurface. ;)

 I'm hoping to have something for you all to see (UI prototype, with no
 network capability) in two to three weeks.

Looking forward to it!
-Steve

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Re: [vos-d] development

2007-08-21 Thread Peter Amstutz
On Tue, Aug 21, 2007 at 12:28:55PM -0600, S Mattison wrote:
  The goals for the UI prototype is to explore how to present a highly
  configurable user interface based around vobjects, to consider the kinds
  of tasks and workflow a user might perform in the GUI, and to confront
  cross-platform issues (in compiling, in the operation of the GUI and in
  distributing binary packages) up front, so that development stays
  honest and as OS-neutral as possible.
 
 Wait, so, you mean, you're rendering the UI widgets in 3d now? (It
 sounds more and more like Blender each day.)

I'm not doing 3D widgets yet.  The UI is wxWidgets with 3D windows (as 
well as other views, such as a tree view) embedded in frames.  The 
frames can be split, unsplit, resized and detached at will, and each 
displays a different view which may be presented as a 2D control or 3D 
rendering, depending on the viewing mode.  It does have some 
similarities with the Blender UI, but it would be more accurate to say 
that the UI I am working on is more inspired by Emacs (!)

Eventually I want to be able to paint 2D views onto 3D textures so that 
you can mix 2D windows and 3D scenes freely -- but that will require a 
bit more work in creating/porting a GUI toolkit that can render to 
texture as easily as to the screen.

  By developing the UI first, I'm also taking a more top-down design
  strategy.  In the past, developing the backend first has led to the UI
  and the sample 3D worlds being an afterthought, which of course didn't
  impress most users.  To avoid making that mistake again, I'm going to
  focus on UI and content creation up front, to make good presentation and
  usability (and usefulness) a priority, and only then develop the backend
  to support those requirements.
 
 With Usability as a focus, you could attempt to allow users to create
 their own content, which I think should be the aim of a
 community-oriented project such as this one. More content means more
 popularity means more content, etc, etc.

Absolutely.  In fact since you mention it, I think I'll see if I can get 
the Blender - S5 Prototype export down to one click (writes the file, 
loads it into VOS for you).

  I'm hoping to have something for you all to see (UI prototype, with no
  network capability) in two to three weeks.
 
 Looking forward to it!
 -Steve

Good to hear :-)

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[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
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[ VOS: Next Generation Internet Communication][ http://interreality.org ]
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[vos-d] development infrastructure

2007-07-22 Thread Peter Amstutz
VOS development (specifically the next generation s5) is officially back 
on track.  I am now able to devote at least half of my working hours to 
VOS.

My time so far has been spent primarily on infrastructure issues.  I'm 
using the SCons (Software Construction) tool to develop a 
cross-platform build system.  A lot of things that in s4 are done with 
shell scripts and Unix commands can be done much more portably with the 
Python standard library.  The most useful feature for new developers 
will be automated downloading and compiling of dependencies, allowing 
one to start from scratch with only a few standard tools (Python, C++ 
compiler, make/nmake/vcbuild/xcodebuild as appropriate) and build VOS 
and all its dependencies with a single command.

Most importantly, this means that there is only one set of files 
describing the build, so there is no need to synchronize changes across 
makefiles, vcproj files, xcodeproj files and so forth.  However, since 
Visual Studio and XCode support makefile projects (which are easily 
configured to run SCons), you will still be able to use the IDE for 
development and debugging.

In order to ensure cross-platform compatability I will be testing and 
developing constantly on several platforms.  With the hardware sitting 
on my desk right now, I will be able to directly support Debian Linux 
(amd64), Windows XP (x86) and OS X 10.4 (x86).

On Windows XP I am using Visual C++ Express, which is a free-beer 
download from Microsoft.  Compiling on Windows requires only Visual 
Studio 8.0 and Python 2.4 -- no Unix tools required.  I haven't played 
around much with Cygwin and Mingw yet, but adding support should be 
relatively easy.

I intend to eventually implement a staged check-in system, where 
changes are run against a unit/regression test suite before being merged 
into the official branch.  That won't catch all issues (particularly 
those affecting specific OSs, since the branch will be hosted on 
interreality.org, which is amd64 Linux), but should still provide a 
firewall against dumb mistakes and help ensure that the public 
development branch is relatively stable.

It's been my experience with software development that the time invested 
in the software engineering process is paid back many times in time 
saved later, as many problems are caught before they are disruptive or 
can be avoided entirely.  I'm planning for the hopefully not-too-distant 
future when we have several developers hacking on VOS and need to avoid 
stepping on each other's toes.

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[ VOS: Next Generation Internet Communication][ http://interreality.org ]
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[vos-d] development plan

2007-07-22 Thread Peter Amstutz
Here's the big picture for VOS development over the next few months:

1)  Build out development infrastructure discussed in previous mail.  
This is mostly done.  The two main tasks are to refurbish an old 
computer I have to run Windows XP (waiting on parts) and to deploy or 
develop a staged commit system as I discussed.

2) Work on user interface prototype.  In the past, the end-user browser 
has always gotten the least attention despite being the first thing that 
everyone sees.  I am working on a minimal (lacking the underlying VOS 
structure) prototype GUI to stimulate discussion about the nature of the 
application -- how it will be used by newbies, developers, artists, etc.

3) Create distribution packages for the user interface prototype.  This 
serves two purposes: to enable people to try out and comment the UI 
without having to compile VOS, and to have the infrastructure in place 
to create .msi files, app bundles, debian packages, etc.

4) Concurrently with (2) and (3), I'm going to restart discussion of the 
s5 backend design.  I think I've got it all laid out in my head, I just 
need to write it down so you guys can pick over it.

5) Come up with some milestones and prioritize development.  The 
strategy will probably be to code enough of the VOS framework to support 
concurrent development of higher level pieces like A3DL, and to start 
putting some meat on the bones of the UI prototype.  This may be 
something like scripting + A3DL + application frontend (which could be a 
useful tool in its own right) without the networking, distributed 
computing and persistance pieces necessarily being ready yet.

-- 
[   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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Re: [vos-d] development plan

2007-07-22 Thread Reed Hedges

 5) Come up with some milestones and prioritize development.  The 
 strategy will probably be to code enough of the VOS framework to support 
 concurrent development of higher level pieces like A3DL, and to start 
 putting some meat on the bones of the UI prototype.  This may be 
 something like scripting + A3DL + application frontend (which could be a 
 useful tool in its own right) without the networking, distributed 
 computing and persistance pieces necessarily being ready yet.

Hmm... I kind of want to begin porting S4 libraries and apps (mesh, 
omnivos, hypervos, the metaobject libraries, etc.) over to S5. Should I 
just wait on that?  Networking is probably needed (though maybe not). 
Metaobject/type API is needed. Message handling would be needed.

Reed

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Re: [vos-d] development status

2007-06-12 Thread Ken Taylor
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
 made.

 I think that about covers it.  Comments?


That planner interface looks very feature-rich :)

Has any more work been done behind the scenes on setting goals for the 0.24
release? It would be cool to track those in xplanner as well.

-Ken


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Re: [vos-d] development status

2007-06-09 Thread Reed Hedges

Chris is referring here to a proposal for the X3D format/language (new 
version of VRML) to add the sensor nodes mentioned, by the way.

Reed


chris wrote:
 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.
 

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Re: [vos-d] development status

2007-06-07 Thread chris

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 ]
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Re: [vos-d] development

2006-12-08 Thread Peter Amstutz
On Fri, Dec 08, 2006 at 11:49:05AM -0700, S Mattison wrote:
 
 I'll send you a GMail invite. All messages in your GMail inbox that share a
 single subject line are treated as 'extensions' onto a single email, and
 when there are enough of them, the mail collapses to show you only the
 headlines of the first and most recent one you've already seen, so you can
 skip to the good stuff. You might like to sign up for the mailing list using
 GMail. It's what I use.

Thanks, but I already have a gmail account, and the problem is not a 
technological limitation with my mail reader.  The problem is that to 
sit down and compose a thoughtful reply to every email would take hours 
out of my day that are better spent making concrete progress in coding 
VOS (keep in mind I have a fulltime job, and VOS is still just a hobby 
pursued on evenings and weekends).  I just wanted to let everyone know 
that I'm paying attention, even if I can't weigh in on every thread.

[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
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