> "scenery" part). Unfortunately, viewpoints usually have no navigation  
> links between them. So for what you want to do, you need a  
> combination of both.
> 
> This requires some work, but VOS is flexible enough to support all this.


Yeah, you would just have the "waypoint" object type have child links to
other waypoints. You would then combine it with the "viewpoint" type
which provides the 3D position, orientation, and other spatial info. Or
those two aspects could just be contained in one  object type.

Having a set of "exits" from a viewpoint might be useful in 3D as well,
as a way to help people navigate 3D spaces.



> You need exit lables on the navigation edges for this. 

This is what the contextual names on child links are for :)


> > Gonzo(3d) goes south to the entrace to the Pyramid.
> >
> In contrast, this is terribly complicated. Deriving the intention/ 
> activity of a user (thats what you have here) from its raw movements  


We can explicitly represent it by giving the "waypoint" object type a
child that's a container for avatars who are "at" that waypoint.


> A few other text-user commands that may be handy:
> 
> follow <user> - move the text-user's avatar to wherever another  
> avatar (text or 3d!) is moving to.
> 
> face <user> - turn the text-user's avatar to face another one. You  
> can also do this automatically if you detect a corresponding speech  
> pattern like "kao: are you there?"
> 
> approach <user> - like "face", but also move the avatar close to the  
> target.


These behaviors would also be useful in 3D too.


Reed


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