Hi Tommi,

I'm sorry for the delay with replying. I'll have to do a bit more reading on
that and I'll have to go over this topic with our Augmented Reality team at
Otago University. I will get back to you on this once I clear up with the
rest of the team. We are using C/C++ internally for most of the current
implementation of the virtual meeting place environment, and for some of the
augmented reality projects. I have to investigate the potential overlaps
between those and some of our VWs initiatives. So far these two have been
going parallel to each other, but there is a mutual will to enhance the
collaboration and use each other technologies.

cheers
Mariusz


On Sat, Nov 29, 2008 at 7:42 AM, Tommi <[EMAIL PROTECTED]>wrote:

>
> Hello Mariusz,
>
> We feel that C implementation is very important as C/C++ programs
> dominate both the client and server palette. Currently we do not have
> a volunteer for taking main responsibility of C implementation. I can
> support with testing and bug fixing but I am afraid my skills are too
> rusty for actual C coding. People with interest for reference
> implementation coding are very welcome to join us and as said C
> implementation is completely unclaimed at the moment. Good starting
> point is to see the extent of work needed from the MXP library C#
> source codes:
>
>
> http://code.google.com/p/setp/source/browse/#svn/trunk/csharp/ReferenceImplementation/MXP
>
> As  Ryan mentioned MXP is a low level binary protocol offering
> structure for distributed 3d simulation functionality and carries
> higher level protocol as payload. This so far unnamed higher level
> protocol will contain application/genre specific functionality. One
> good example of higher level functionality is emoting with character
> animations. Once we have solid release of MXP we will start to draft
> out higher level protocol specifically for social 3d worlds. By this
> time we hope to have found partners from existing 3d simulation
> projects with knowledge of requirements and use cases for the higher
> level protocol. The higher level protocol will consists of XML
> messages which will be relatively straightforward to specify and
> implement once the use cases and data model are well defined.
>
> regards,
> Tommi
>
> On 27 marras, 23:12, "Mariusz Nowostawski" <[EMAIL PROTECTED]>
> wrote:
> > Hi,
> >
> > Awesome. I'd be interested in people who would like to work on reference
> > implementation in C. Is it planned or no takers?
> >
> > Can you let me know what is the relationship of the MXP efforts in the
> > context of RealXtend developments? Is there a commitment to follow up
> with
> > this new protocol by the mainstream Rex?
> >
> > cheers
> > Mariusz
> >
> > On Sat, Nov 15, 2008 at 4:08 AM, Tommi <[EMAIL PROTECTED]
> >wrote:
> >
> >
> >
> >
> >
> > > Hello
> >
> > > We have released today 0.3 draft of MXP with arkowitz. We are looking
> > > for people who can review the draft and even join the effort. Our next
> > > step is to work on proof of concept implementations on both Java and
> > > C#. Here is a short description about the protocol quoted from MXP
> > > wiki:
> >
> > >http://wiki.setp.info/wiki
> >
> > > ---
> >
> > > The goal of this wiki is to define minimal and easy to implement open
> > > protocol for distributed 3D environments (virtual environments):
> > > social 3d environments, online games and first person shooters.
> > > Distributed 3d environments are in this context systems with multiple
> > > thin clients and servers simulating single seemless virtual
> > > environment. This protocol concentrates entirely on messages required
> > > for the defined distributed 3d simulation model. This protocol does
> > > not contain application specific concepts but acts as a transport
> > > layer for custom interaction and state data which can be defined in a
> > > higher level specification. The same virtual space may be simulated by
> > > one or more servers. Distributed simulation (cloud, grid, cluster)
> > > consists of simulations nodes (bubbles, sims). Simulation node is
> > > appreviated to bubble and simulation cluster to cloud. One bubble has
> > > cubic or spherical volume but bubbles in a simulation cloud do not
> > > necessarily form a cubic lattice. Nodes may be sized and placed using
> > > entirely different strategy. Locations in messages are always
> > > presented in local simulation coordinates relative to the center of
> > > the source bubble. Each bubble is linked to coexisting and adjacent
> > > bubbles to enable injections, interactions and handovers. Client is
> > > connected to a single bubble at a time. Object is simulated by one
> > > bubble at a time. Handover is a process where object is handed over
> > > from one bubble to another.
> >
> > > All though it is possible to support other ways of space partitioning
> > > or entirely free form distribution of bubbles, cubic lattice is still
> > > the most viable model from both implementation and network load
> > > perspectives. Cubic lattice can be applied as dual lattice to achieve
> > > local redundancy and load balancing (See: Advanced Grid
> > > Configurations). Purely peer to peer simulation model is not included
> > > to the current work due to trust issues. It is possible to allow
> > > clients to include temporary client side simulated objects to the
> > > simulation space in similar manner to avatars. In this scenario client
> > > is only responsible for internal state simulation of the object and
> > > these objects should be clearly marked as client side objects. Peer to
> > > peer protocols are considered viable for speech, video and gesture
> > > signals but not included to this protocol.
> >
> > > ---
> >
> > > best regards,
> > > Tommi Laukkanen- Piilota siteerattu teksti -
> >
> > - Näytä siteerattu teksti -
> >
>

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