Re: [vos-d] SecondLife geometry

2007-01-15 Thread Or Botton
Sorry for the late reply, just noticed this discussion.

Secondlife supports cutting but no boolean. You can link several  
links together, and position them one inside the other to simulate a  
new surface - but in truth, it will still be a group of separate  
primitives, and no boolean operations are possible. Infact, we've  
been asking for it for awhile.

There are several types of graphics i've spotted in SecondLife:
A terrain bumpmap - for the world's terrain, can be edited via a  
standard raw file.
A poser avatar mesh - The avatars are poser 2 models. We believe they  
messed with the design abit, but thats what they are.
Primitives - pretty much everything else, other then the standard  
issue skybox.
Particles - Clouds, several UI effects, and other effects that can be  
generated via scripted objects.

The physics engine treats all the objects as individual primitives.  
Infact, for this reason, physics-enabled objects have been  
artificially limited to 31 primitives - LL says that too many  
physical objects with more primitives then this can cause the physics  
engine of the local simulator to slow down drastically and possibly  
deep think and halt.

Every primitive can stand for itself. Each of them has their own  
personal inventory which can contain symlinks to other objects,  
including their own personal instances of script bytecodes - enabling  
each primitive to be individually scripted and have its own  
programmed reaction, including communication with other primitives  
within the same object as they. Most of the complex 3D effects are  
currently achieved by commanding the various primitives to move or  
transform in a certain way to simulate all sorts of motions.  
Commanding the Root primitive will cause the entire linked set to  
move in the world itself.

The physics engine is Havoc 1. It is running on the sim, sending  
updates on all objects to connected viewers. Objects will always  
continue the previously given movement and will even clip through  
other objects in the scene unless another command is sent as  
override. (Not very good for games - slow reaction time)

After playing with various streaming 3D clients - from Active Worlds  
to Blaxxun, Plastic Planet, Caligari, Terangreal and even GuildWars  
(Zone art files are only downloaded on demand, when you cross the  
border or enter a building - from that point onward they are  
available on disk), I can safely say that Linden Lab's primitives  
method is pretty good for streaming: It provides the fastest results.

With most systems I had to wait up to several minutes to download a  
complex scene. With SecondLife the wait is limited to 5 seconds at  
best, with everything else finishing to render as you move in about  
30 seconds to a minute even in a very complex scene.

The problem is - SecondLife have not progressed this technology very  
far beyond adding afew features such as new primitive shapes, light  
sources and flexible primitives.

One feature that would be interesting to see would be the ability to  
fuse the edges of primitives together to create a skinned object on  
the client side, boolean operations, or even the ability to specify  
custom primitive designs. As long as the server see the primitives  
only as such or possibly nodes, it should be possible to create all  
sort of interesting effects purely client-side to enhance the graphics.

On Jan 11, 2007, at 4:58 AM, Mark Wagner wrote:

 On 1/10/07, 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 operations but not  
 completely
 general prim-prim boolean ops??


 You can perform various CSG-like transformations on prims, but
 SecondLIfe does not support CSG.  I suspect that this is because the
 prims are converted into meshes for rendering: CSG on meshes is a
 non-trivial problem.  It may also be related to the physics engine
 they use.

 -- 
 Mark Wagner

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Re: [vos-d] SecondLife geometry

2007-01-15 Thread sconzey
Isn't this called procedurally generated content? Not entirely unlike
what they did with .kkrieger (http://en.wikipedia.org/wiki/.kkrieger)
...

On 1/15/07, Or Botton [EMAIL PROTECTED] wrote:
 Sorry for the late reply, just noticed this discussion.

 Secondlife supports cutting but no boolean. You can link several
 links together, and position them one inside the other to simulate a
 new surface - but in truth, it will still be a group of separate
 primitives, and no boolean operations are possible. Infact, we've
 been asking for it for awhile.

 There are several types of graphics i've spotted in SecondLife:
 A terrain bumpmap - for the world's terrain, can be edited via a
 standard raw file.
 A poser avatar mesh - The avatars are poser 2 models. We believe they
 messed with the design abit, but thats what they are.
 Primitives - pretty much everything else, other then the standard
 issue skybox.
 Particles - Clouds, several UI effects, and other effects that can be
 generated via scripted objects.

 The physics engine treats all the objects as individual primitives.
 Infact, for this reason, physics-enabled objects have been
 artificially limited to 31 primitives - LL says that too many
 physical objects with more primitives then this can cause the physics
 engine of the local simulator to slow down drastically and possibly
 deep think and halt.

 Every primitive can stand for itself. Each of them has their own
 personal inventory which can contain symlinks to other objects,
 including their own personal instances of script bytecodes - enabling
 each primitive to be individually scripted and have its own
 programmed reaction, including communication with other primitives
 within the same object as they. Most of the complex 3D effects are
 currently achieved by commanding the various primitives to move or
 transform in a certain way to simulate all sorts of motions.
 Commanding the Root primitive will cause the entire linked set to
 move in the world itself.

 The physics engine is Havoc 1. It is running on the sim, sending
 updates on all objects to connected viewers. Objects will always
 continue the previously given movement and will even clip through
 other objects in the scene unless another command is sent as
 override. (Not very good for games - slow reaction time)

 After playing with various streaming 3D clients - from Active Worlds
 to Blaxxun, Plastic Planet, Caligari, Terangreal and even GuildWars
 (Zone art files are only downloaded on demand, when you cross the
 border or enter a building - from that point onward they are
 available on disk), I can safely say that Linden Lab's primitives
 method is pretty good for streaming: It provides the fastest results.

 With most systems I had to wait up to several minutes to download a
 complex scene. With SecondLife the wait is limited to 5 seconds at
 best, with everything else finishing to render as you move in about
 30 seconds to a minute even in a very complex scene.

 The problem is - SecondLife have not progressed this technology very
 far beyond adding afew features such as new primitive shapes, light
 sources and flexible primitives.

 One feature that would be interesting to see would be the ability to
 fuse the edges of primitives together to create a skinned object on
 the client side, boolean operations, or even the ability to specify
 custom primitive designs. As long as the server see the primitives
 only as such or possibly nodes, it should be possible to create all
 sort of interesting effects purely client-side to enhance the graphics.

 On Jan 11, 2007, at 4:58 AM, Mark Wagner wrote:

  On 1/10/07, 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 operations but not
  completely
  general prim-prim boolean ops??
 
 
  You can perform various CSG-like transformations on prims, but
  SecondLIfe does not support CSG.  I suspect that this is because the
  prims are converted into meshes for rendering: CSG on meshes is a
  non-trivial problem.  It may also be related to the physics engine
  they use.
 
  --
  Mark Wagner
 
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Re: [vos-d] SecondLife geometry

2007-01-10 Thread Reed Hedges

Does anyone know if you can do boolean operations with prims?  I vaguely
recall that you can apply a few cut out operations but not completely
general prim-prim boolean ops??

Reed



Mark Wagner wrote:
 On 1/10/07, Peter Amstutz [EMAIL PROTECTED] wrote:
 One thing I've been wondering about -- while their primitives seem to be
 a pretty clever solution to the bandwidth problem, is their graphics
 architechture completely committed to being based on prims?  With the
 rest of the world being based on straight triangle meshes or surface
 patches, their graphics model seems to be completely unable to keep up
 with the state of the art in 3D graphics.
 
 One thing I like about the prim model is that it can be converted to
 raytracing and CSG with little to no effort.
 
 (Yes, you can raytrace meshes.  But they look like raytraced meshes.)
 


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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 operations but not completely
 general prim-prim boolean ops??

 Reed



 Mark Wagner wrote:
  On 1/10/07, Peter Amstutz [EMAIL PROTECTED] wrote:
  One thing I've been wondering about -- while their primitives seem to be
  a pretty clever solution to the bandwidth problem, is their graphics
  architechture completely committed to being based on prims?  With the
  rest of the world being based on straight triangle meshes or surface
  patches, their graphics model seems to be completely unable to keep up
  with the state of the art in 3D graphics.
 
  One thing I like about the prim model is that it can be converted to
  raytracing and CSG with little to no effort.
 
  (Yes, you can raytrace meshes.  But they look like raytraced meshes.)
 


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Re: [vos-d] SecondLife geometry

2007-01-10 Thread Mark Wagner
On 1/10/07, 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 operations but not completely
 general prim-prim boolean ops??


You can perform various CSG-like transformations on prims, but
SecondLIfe does not support CSG.  I suspect that this is because the
prims are converted into meshes for rendering: CSG on meshes is a
non-trivial problem.  It may also be related to the physics engine
they use.

-- 
Mark Wagner

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