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
>
>
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
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
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
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
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
>
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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
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
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.
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
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,
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
>
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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
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.
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
>
>
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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
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
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
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
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
o Heisenbergs uncertainty principle?
:) It does seem like that sometimes,
chris
>
> Sorry, could help it ;-)
>
> Regards Ben
>
>
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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
>
> ___
>
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).
>
> >
> >
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
ation?
chris
>
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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
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
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
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
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
>
>
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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
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
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
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
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
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
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,
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,
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
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
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
thing else?,
regards,
chris
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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
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
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
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
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
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
SPAM :)
cheers,
chris
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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
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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
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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
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
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
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
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
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,
development plans
8.Future directions
9.Announcements
cheers,
chris
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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
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