[vos-d] Time-awareness in VOS

2006-12-01 Thread Lalo Martins
=== Time-awareness in VOS === :author: Lalo Martins :date: 2006-12-01 :status: braindump :abstract: Thoughts and designs on time-aware VOS vObjects .. For those not familiar with the concept, “braindump” is an early stage of discussion, a writeup that

Re: [vos-d] status and scheming

2006-12-01 Thread Ken Taylor
Peter Amstutz wrote: I'm pretty far from deciding at all how this would work, but it is certain that we need a time parameter for animation, so it is worth exploring fully the potential benefit of introducing a deep concept of (relative!) time into VOS. Interesting though there is a

Re: [vos-d] Animation comment

2006-12-01 Thread Ken Taylor
It seems to me that streaming animations would be relatively easy in the VOS system. You could simply set up a listener to changes in the position and orientation of the vertices/nodes of the model that's animating, and update the values locally as they come in. Similar to how avatar movement is

Re: [vos-d] status and scheming

2006-12-01 Thread Lalo Martins
On Fri, 01 Dec 2006 02:21:48 -0800, Ken Taylor wrote: Double-caveat: I still haven't dug in and figured out how the current implementation of VOS-as-a-3d-virtual-world-server really works yet. Maybe I should go and do that before blabbing and speculating too much on this list To those

Re: [vos-d] Animation comment

2006-12-01 Thread S Mattison
It's a great idea in theory. Downright intriguing. I never thought of it before. But the question comes; How often do you choose to update it? What will each user be missing, if one user gets a vector that tells them 'in this timeframe, move this vertex through this vector', and the next user in

Re: [vos-d] Animation comment

2006-12-01 Thread Lalo Martins
The trick here is divide and conquer. VOS represents these objects with a lot of granularity, so the updates that actually go trough the network end up being quite small. Also, the protocol has built-in support for updates, scheduling, and invalidation. If three updates to the same object are

Re: [vos-d] status and scheming

2006-12-01 Thread Karsten Otto
Hi everyone! Being mainly a lurker myself, I regrettably haven't followed the recent design discussions too closely. However, when considering the topics of scripting and animation, I believe it is very important to keep the aspect of world semantics in mind. There are lots of 3D engines

Re: [vos-d] So seriously... (V(r)OS Post Mortem?)

2006-12-01 Thread Reed Hedges
Peter Amstutz wrote: On Thu, Nov 30, 2006 at 07:36:54PM -0700, S Mattison wrote: What I have, basically, is a design document, I'd be interested to see your ideas in more detail also (did I miss an email message somewhere?), to see what kinds of key features and abilities it's going after.

Re: [vos-d] Attention new folks -- tutorials?

2006-12-01 Thread Reed Hedges
S Mattison wrote: Personally, I think unless Terangreal is written so that content is dynamically polled from XML documents, it'd be difficult for the average layperson to write modifications... (Unless it's already like that and I didn't read the manual close enough. I'll go back and read it

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

[vos-d] VOS to RDF mapping

2006-12-01 Thread Karsten Otto
Let me contribute one more animal to the vobject graph language zoo... In my own framework I currently map VOS to RDF (Resource Description Format). The mapping is somewhat ad-hoc, but works nicely for me. I'd appreciate comments and suggestions! Mapping VOS graphs to RDF is

Re: [vos-d] VOS to RDF mapping

2006-12-01 Thread Karsten Otto
Oops, sorry for the weird formatting. Apple Mail somehow messed up my copy/paste action there. Reviewing this, I remember a few things that struck my attention while I was working with barebones VOS (e.g. without the official codebase). Maybe it is not too late to consider this for the s5

Re: [vos-d] Animation comment

2006-12-01 Thread Ken Taylor
Jonathan Jones wrote: James Wilkins wrote: Anyway, have you considered supporting streaming animations in addition to pre-recorded ones? One thing I've noticed about existing 3d environments is that making avatars move realistically is rather hard: you have to have all desired motions

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),

Re: [vos-d] status and scheming

2006-12-01 Thread S Mattison
Now-ish is a great interpretation of it. The server can't send everyone a packet every nanosecond. And I don't think it should 'degrade' to server-client, I think that all machines should be servers of their own spaces. At least, that's how it worked out in my head, for my VOS. (And when I

Re: [vos-d] Animation comment

2006-12-01 Thread S Mattison
As long as we can get the VOS guys to realize that We're all on the local side. TerAngreal is Local. OmniVos server and everything it transfers is Remote. Sounds like a good convention otherwise. =) On 12/1/06, Jonathan Jones [EMAIL PROTECTED] wrote: Can I propose a change in nomenclature?

Re: [vos-d] VOS to RDF mapping

2006-12-01 Thread Ken Taylor
Peter Amstutz wrote: We probably need some kind of locking and/or transactions eventually anyhow. That's another can of worms. I think this is definitely needed and may even be worth getting a sketch of it into s5 if possible. Even something simple, like being able to temporarily lock an object