[Opensim-dev] Developer Preview Release 0.0.2 Naali and Taiga

2009-11-09 Thread Ryan McDougall
This time one year ago we began a long process of re-imagining
realXtend as a next-generation virtual world platform (Project Corus:
http://wiki.realxtend.org/index.php/Main_Page#Project_Corus). We have
set very high goals for ourselves, but a journey of 1000 miles begins
with single steps. We are today proud to announce the second milestone
in this effort, the developer preview releases of our innovative Naali
client viewer, and Taiga reference server.

Antti, our fearless figure-head and mascot, has put fingers to
keyboard to put up a blog post sharing his thoughts here:
http://realxtend.blogspot.com/2009/11/002-preview-release-of-next-generation.html

Naali is a modern, BSD-license, cross-platform, component-oriented
client viewer; built from the ground up in C++ and Python; using Qt,
OGRE 3D, XMPP, GStreamer, and other established, flexible, open source
libraries.

http://wiki.realxtend.org/index.php/Getting_Started_with_Naali

Taiga is our reference server for Naali, leveraging OpenSim and Cable
Beach, as well as our own custom extensions, including support for
log-in with OpenID, inventory access over WebDAV, server scripting
with Python, and mesh-based in-world object.

http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga

As a developer release, the code is still very much alpha-quality, and
only represents a small glimpse of what we intend for the future. It
lacks many important features for regular use, and is likely to
frustrate anyone not comfortable with debugging a work in progress.

We are however hoping that you'll take a look at what we have so far,
let us know if anything is not working for you, give us helpful
suggestions, or even give us a hand directly by submitting patches.

Thank you very much for your continued support and help!
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Re: [Opensim-dev] Developer Preview Release 0.0.2 Naali and Taiga

2009-11-09 Thread Kyle G
Beautiful work Ryan! Reading up on it now...

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Ryan McDougall
Sent: Monday, November 09, 2009 3:01 PM
To: realxt...@googlegroups.com; realxtend-...@googlegroups.com;
opensim-dev@lists.berlios.de; kyory...@googlegroups.com;
opensim-us...@lists.berlios.de
Subject: [Opensim-dev] Developer Preview Release 0.0.2 Naali and Taiga

This time one year ago we began a long process of re-imagining
realXtend as a next-generation virtual world platform (Project Corus:
http://wiki.realxtend.org/index.php/Main_Page#Project_Corus). We have
set very high goals for ourselves, but a journey of 1000 miles begins
with single steps. We are today proud to announce the second milestone
in this effort, the developer preview releases of our innovative Naali
client viewer, and Taiga reference server.

Antti, our fearless figure-head and mascot, has put fingers to
keyboard to put up a blog post sharing his thoughts here:
http://realxtend.blogspot.com/2009/11/002-preview-release-of-next-generation
.html

Naali is a modern, BSD-license, cross-platform, component-oriented
client viewer; built from the ground up in C++ and Python; using Qt,
OGRE 3D, XMPP, GStreamer, and other established, flexible, open source
libraries.

http://wiki.realxtend.org/index.php/Getting_Started_with_Naali

Taiga is our reference server for Naali, leveraging OpenSim and Cable
Beach, as well as our own custom extensions, including support for
log-in with OpenID, inventory access over WebDAV, server scripting
with Python, and mesh-based in-world object.

http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga

As a developer release, the code is still very much alpha-quality, and
only represents a small glimpse of what we intend for the future. It
lacks many important features for regular use, and is likely to
frustrate anyone not comfortable with debugging a work in progress.

We are however hoping that you'll take a look at what we have so far,
let us know if anything is not working for you, give us helpful
suggestions, or even give us a hand directly by submitting patches.

Thank you very much for your continued support and help!
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Re: [Opensim-dev] [Opensim-users] Changed default av_capsule_tilted to false in OpenSim master

2009-11-09 Thread nlin
Hi,

2009/11/10, Justin Clark-Casey jjusti...@googlemail.com:
 There was a bit of discussion last week in the OpenSim dev's office hour and 
 on
 irc that changing av_capsule_tilted = false in OpenSim.ini.example would be a
 good idea in the master branch for avatar related physics for ODE.

The av_capsule_tilted=false should generally be safe. Please let me
mention some general things to watch out for. These shouldn't be a
problem now, but were problems that I encountered and hopefully fixed:
1) Avatar falling through terrain
2) Extremely rapid changes of direction and movement could conceivably
cause the avatar capsule to become unstable.

Note that these items are refer to poor behavior in terms of the
physics engine itself (visualized with drawstuff), as opposed to ways
that poor behavior might manifest itself in the viewer (such as
bendy-knees).

Regarding 1, terrain collisions, reducing the avatar tilt seems to
increase the tendency of the avatar to fall through the terrain - this
has something to do with the ODE terrain collider, which I wasn't able
to fully debug - anyone wanting to give it a shot, let me know. As a
workaround, currently a small, experimentally-determined tilt is
maintained (even with tilt=false) to prevent falling through the
terrain. This isn't ideal, but seems to work well enough.

Regarding 2, rapid changing of avatar direction: The tilt rotates with
the avatar, snapped in 90-degree increments to one of  four directions
(NE,NW,SE,SW), so that the direction of the tilt always is opposite
the direction of movement. In other words, if your avatar is moving
forwards, the avatar is leaning slightly backwards. The reason the
tilt is rotated with the avatar is to reduce/remove
direction-dependent behavior, such as being only able to climb over
prims from a certain direction. The reason the tilt rotation is
snapped to 90-degree increments, instead of smoothly rotating with the
avatar, is to prevent extremely rapid changes in tilt orientation,
which is done by setting ODE motor stops. If you change ODE motor
stops too rapidly, the avatar capsule may explode and go flying
several hundred meters into the air. Conceivably, if your avatar
walked directly straddling a line facing northeast and constantly did
a zig-zag motion above and below the NE line, this could cause the
avatar orientation to change rapidly enough to cause avatar
instability. In practice I doubt that this will be an issue. (Still,
would be interesting to write a bot to try to provoke this behavior.)

More generally, however, this dynamically rotating tilt is not ideal.
I think there are 2 avatar physics issues that need further
investigation:

1. Removing the tilt completely instead of just reducing it. Currently
not workable because the terrain collider then allows the avatar
capsule to fall through sometimes. Fixing this would allow complete
consistency (direction-independence) in avatar physics behavior, close
avatar interactions like hugging, and no need for changing the motor
stops while the avatar is moving, reducing risk of explosion.

2. Allowing flexible height of steps that the avatar can step over.
Currently the bottom-most hemisphere of the avatar capsule always
drags against the terrain or any objects it collides with. This has
the limitation that the height of obstacles that can successfully be
stepped over cannot be directly tuned, as it depends indirectly on the
size of the hemisphere and the specifics of collision handling (things
like ERP, CFM, bounce). Ideally we would want to be able to directly
tune the height of steppable objects in OpenSim.ini, or perhaps have
this be different per avatar (dependent e.g. on the avatar height).
But it looks like we would probably have to implement a new avatar
physics mechanism to handle this flexibly: something like a floating
capsule, capsule+sphere, or using mesh collisions instead of primitive
capsules.

-nlin
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