chis wrote:
> The best combo of techniques from research IMHO is what I call
> origin-centric techniques that build on the concept of a continuous
> floating origin (in the client side display system), includes special
> management of clip planes and LOD and a slightly different simulation
> pipeline architecture end-to-end from server to client.  Plus stuff
> like imposters for distant objects in galaxies.
> 
> Note since this is all the subject of my thesis I may be considered a
> bit biased in this area :)

Oh, that's great! Please share your expertise.

So what are some of the requirements on the server/networking? 
(Generally speaking, if that's possible.)

One thing that I'd like to have at some point is a way to "enter" 
another object/space; e.g. when flying around the solar system it's 
really a "scale model" of sorts, until you decide to descend to the 
surface of a planet.   I guess the planet is basically a hyperlink to 
another version of itself. Perhaps the transition could be triggered 
automatically by proximity too. (though that might be confusing or 
irritating to users.)

We humans perceive different levels of scale depending on what the 
objects in question actually are; we can make those levels of scale 
explicit and both integrate navigation of the world in the world itself, 
and avoid the scale/coordinate representation problems (and having to 
manually adjust your movement speed from "warp factor 5" to "mach" to 
"walk" :)

[Notice that we never specify what the units in VOS are. We can call 
them "notrons" in honor of an original collaborator in the project :) 
As a de-facto convention they would probably be meters in most worlds, 
and TerAngreal's default walking speed is roughly based on that, but 
they don't have to be meters if you don't want to.]

Reed


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