Re: [vos-d] SecondLife client goes Open Source

2007-01-09 Thread chris
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 > >

Re: [vos-d] SecondLife client goes Open Source

2007-01-10 Thread chris
king 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 m

Re: [vos-d] SecondLife client goes Open Source

2007-01-10 Thread chris
ms are something I'd like to incorporate into VOS, > eventually. > > On Tue, Jan 09, 2007 at 09:07:12PM +0900, chris wrote: > > > > Yeah, some have spent the time to develop the skill and the content. > > I saw some impressive SL stuff, which surprised me consid

Re: [vos-d] SecondLife client goes Open Source

2007-01-10 Thread chris
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 numbe

Re: [vos-d] SecondLife geometry

2007-01-10 Thread chris
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" oper

Re: [vos-d] Online Space

2007-02-01 Thread chris
erence everything to that grid on the server. You could use lat, lon, altitude and time, then u have to convert eventually to x,y,z - depends on what u want. cheers, chris > > -Steve > > ___ > vos-d mailing list > vos-d@interrea

Re: [vos-d] Online Space

2007-02-01 Thread chris
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 abo

Re: [vos-d] Online Space

2007-02-01 Thread chris
eally I just mean numbers: dimensionless units. When talking about representation, accuracy etc it is the size of the numbers (position relative to origin) and size relative to precision that matters, ... plus other things unique to geometry... chris > > > [Notice that we never specify what th

Re: [vos-d] Online Space

2007-02-01 Thread chris
lve 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.

[vos-d] thought problem 1: physics

2007-02-01 Thread chris
This is in response to Reed's question in earlier thread. Thought problem 1: physics 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, p

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
ults. Do I get a cookie? yup - even tho it is only 10m the difference can be surprisingly large and obvious just from looking at image: out of proportion to the difference in resolution at 10m (which is about 1.6 x 10^-15). See attached image. chris On Fri, Feb 02, 2007 at 09:26:43AM +0900,

Re: [vos-d] Online Space

2007-02-01 Thread chris
ooked for efficient segmentation systems. > > At any rate: coordinate systems are hard. I don't find them hard 'cause i keep it simple :) But u still have to have multiple coord systems e.g. for geospatial apps - but at some pt in the graphics pipeline it all gets to carteasian x,y,z,t space. 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

2007-02-01 Thread chris
eal > uses client-side "physics" (really just trivial graviy and collision > detection) but proper rigid body physics (so that users can push and > pull things, stack things up and knock them over, etc) will likely need > to be managed by the server. > > On Fri, Feb 02, 2

[vos-d] Thought problem 2: physics 2

2007-02-01 Thread chris
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.

Re: [vos-d] Online Space

2007-02-01 Thread chris
o me in a Cartographic birds of feathers meeting at siggraph that he used something like a floating origin concept (which I was presenting at the time) on Google Earth. chris > -Ken > > > ___ > vos-d mailing list > vos-d@interreality.o

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote: > > chris wrote: > > On 2/2/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > > > Well, I assume this is a trick question. Obviously it *should* do the > > > same thing, but because of tiny changes in

Re: [vos-d] Thought problem 2: physics 2

2007-02-01 Thread chris
On 2/2/07, Ken Taylor <[EMAIL PROTECTED]> wrote: chris wrote: > 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 rele

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
nd the result is used to calibrate a sensor - which is then used in a craft or weapon. If there is unknown positional error affecting the simulated image (and most practitioners are unaware of the effect of spatial/positional error on rendered images) then the sensor gets miss-calibrated. chris

Re: [vos-d] thought problem 1: physics

2007-02-01 Thread chris
On 2/2/07, Sebastian Hoffmann <[EMAIL PROTECTED]> wrote: On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote: > for time, with the python-ode example, i did not see much diversion > until about 8000. Thank you, at which stepsize? atached are two of the programs - the second havi

Re: [vos-d] Online Space

2007-02-02 Thread chris
Ah ok, I use prox sensors to trigger adjusting hither/on clip planes in a continuous space and that works pretty well for managing z buffer resolution. But it may be better if there is better build in support in the viewer. chris On 2/2/07, Reed Hedges <[EMAIL PROTECTED]> wrote: > ch

Re: [vos-d] thought problem 1: physics

2007-02-02 Thread chris
o 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/list

Re: [vos-d] thought problem 1: physics

2007-02-02 Thread chris
ns or converge doubling the normal error that you'd expect form the "cube". And in certain rare cases the error is larger. Then the effects of calculation error propagation make it worse, etc. chris > > ___ >

Re: [vos-d] Thought problem 2: physics 2

2007-02-02 Thread chris
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). > > > > >

Re: [vos-d] Thought problem 2: physics 2

2007-02-02 Thread chris
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 wha

Re: [vos-d] second draft requirements

2007-02-03 Thread chris
ation? chris > ___ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d

Re: [vos-d] Online Space

2007-02-06 Thread chris
gt; 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 Dung

Re: [vos-d] Online Space

2007-02-07 Thread chris
s. and just to reinforce that I am not advocating the removal of portals entirely: even in a floating origin system, portal objects for doors, windows, etc are useful for visibility calculations - regardless of whether they are associated with local spaces of th

Re: [vos-d] Online Space

2007-02-10 Thread chris
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

Re: [vos-d] Online Space

2007-02-10 Thread chris
u 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 w

Re: [vos-d] Online Space

2007-02-10 Thread chris
In practice, precise consistancy is the *least* of people's worries when > setting up a rigid body physics simulation; setting up the system takes > a lot of tweaking just to prevent it from flipping out. > > Here's a harder question: how do you handle the physics for an object > that's passing 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

2007-02-11 Thread chris
e 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 thr

Re: [vos-d] Online Space

2007-02-11 Thread chris
On 2/12/07, Ken Taylor <[EMAIL PROTECTED]> wrote: > chris wrote: > > 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 coordinat

Re: [vos-d] Online Space

2007-02-12 Thread chris
On 2/13/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: > On Sun, Feb 11, 2007 at 08:40:13AM +0900, chris wrote: > > > Hee hee! That's really what I aim to minimise with the floating origin!! > > I don't believe it is so manageable in a conventional origin-relative

Re: [vos-d] Online Space

2007-02-12 Thread chris
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

Re: [vos-d] Online Space

2007-02-12 Thread chris
On 2/13/07, Reed Hedges <[EMAIL PROTECTED]> wrote: > chris wrote: > > 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. > > It would be ideal if you

Re: [vos-d] Physics Braindump

2007-02-25 Thread chris
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 q

[vos-d] The beginning of true MU X3D possibilities

2007-02-27 Thread chris
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,

Re: [vos-d] The beginning of true MU X3D possibilities

2007-02-27 Thread chris
ate 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,

Re: [vos-d] blog mention of VOS

2007-03-13 Thread chris
es 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 PROTEC

Re: [vos-d] [www-vrml] RE: [x3d-public] X3D Game Engine?

2007-03-14 Thread chris
ut them to comment on their specific strengths/weaknesses. chris On 15/03/07, Lauren Gauthier <[EMAIL PROTECTED]> wrote: Granted. And Flux Player/Studio are probably as close to X3D game engine's rendering and authoring tools as it gets right now. Perhaps I didn't express myself

Re: [vos-d] Flux Worlds Server Announcement

2007-03-30 Thread chris
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 Meta

Re: [vos-d] Wham! SMAM! Avatar Jam!

2007-05-05 Thread chris
thing 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

Re: [vos-d] Wham! SMAM! Avatar Jam!

2007-05-05 Thread chris
yeah most of us in same boat, good luck with yours :0 chris On 06/05/07, S Mattison <[EMAIL PROTECTED]> wrote: I know ChibiTek would love to contribute some money to the VOS Siggraph demo, but... we don't really make all that much quite yet. =P S

Re: [vos-d] Wham! SMAM! Avatar Jam!

2007-05-05 Thread chris
Hi Jason, On 05/05/07, HEBLACK, J <[EMAIL PROTECTED]> wrote: Re: [vos-d] Wham! SMAM! Avatar Jam! On Sat, 2007-05-05 at 15:39 +0800, chris wrote: > http://www.planet-earth.org/sg07/SMAM07.html Is the siggraph mass avatar mash happening again at the show floor another year? Th

Re: [vos-d] [x3d-public] Re: Wham! SMAM! Avatar Jam!

2007-05-09 Thread chris
t server side ) would be well worth the effort. I am eager to dedicate my time and server resources to the work at hand. That's great Tommi. I will be putting out a request for help in each area, with all the info I have gathered in the online "blat" document. cheers, chris

[vos-d] Wanna help the Mass Avatar Mash?

2007-05-10 Thread chris
Siggraph Mass Avatar Mash (SMAM) 2Do Updated 10 May 07 Here are the various task areas I would like help with, for the rest of May at least. For more information pls look at the online "blat": http://www.planet-earth.org/sg07/SMAM07.html. Tasking 1. May 1.1Find/allocate servers for prototypingpro

Re: [vos-d] [x3d-public] Wanna help the Mass Avatar Mash?

2007-05-10 Thread chris
On 11/05/07, thyme <[EMAIL PROTECTED]> wrote: Hi Chris can I donate any avatars made by seamless? Yes please, I like the look of the images I have seen. You state here: http://www.planet-earth.org/sg07/SMAM07.html "creating avatars using all open source tools, starting

[vos-d] NetworkSensor note to abnet, vos, vrspace, cyworx, deepmatrix etc

2007-05-12 Thread chris
quot;, "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

[vos-d] online forum site for siggraph avatar event

2007-05-13 Thread chris
SPAM :) 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

[vos-d] SMAM: request for avatar tester

2007-05-14 Thread chris
http://www.planet-earth.org/sg07/SMAM07.html with a lot of info and many have offered their avatars. I will make a more coherent doc/ post of who/what has been offered to go on the ttp://x3d.xiiris.com forum later. thanks, chris -- http://www.planet-earth.org http://ping.com.au http://systemic.com.au

[vos-d] SMAM: request for avatar selection page developer

2007-05-14 Thread chris
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.or

Re: [vos-d] [x3d-public] SMAM: request for avatar selection page developer

2007-05-14 Thread chris
On 15/05/07, Jay C. Weber <[EMAIL PROTECTED]> wrote: chris wrote: > 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 pag

Re: [vos-d] [x3d-public] SMAM: request for avatar selection page developer

2007-05-15 Thread chris
On 16/05/07, S Mattison <[EMAIL PROTECTED]> wrote: Aw, and here I can code in PHP and MySQL and there's already a Flux Server out there that does it? Hm. Oh well! actually, that's the type of thing we need. The flux server will then get the url etc from the

Re: [vos-d] Wanna help the Mass Avatar Mash?

2007-05-15 Thread chris
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

Re: [vos-d] A3dl redesign (was Re: Scaling and Origins -- 0.23 vs 0.24)

2007-05-21 Thread chris
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 proo

Re: [vos-d] development status

2007-06-07 Thread chris
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"?> http://www.web3d.org/specifications/x3d-3.0.dtd "> On 08/06/07, Peter Am

Re: [vos-d] 3D engines

2007-06-26 Thread chris
Hi Peter, just one comment, it is proly not right to compare Ogre with a 3D game engine. Might be better to look at a game engine built on Ogre - like GOOF. chris On 27/06/07, Peter Amstutz <[EMAIL PROTECTED]> wrote: The developer of the Lightfeather 3D engine (an offshoot of Irrlicht,

[vos-d] SIGGRAPH multiuser virtual worlds/applications BOF

2008-03-03 Thread chris
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

[vos-d] Virtual worlds meeting at siggraph 08

2008-05-21 Thread chris
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