[realXtend] Synchronization in clients in Tundra

2012-04-25 Thread Vaibhav Vaidya
Hi all,

I have a character moving to-n-fro (along the Z-axis) in the scene. I have
written the following script for this. When I choose the run mode to
server, the script doesn't execute but when I switch to both (client and
sever), animation runs smoothly with the single client but when I connect
multiple clients, the animation is jerky. Am I missing anything simple?? or
Is there anything wrong with the script??

var entityNameToFind = UrbanMale.;
var animationNameToStart = Walk;
var availableAnims=0;
var delta = -0.005;
var s = 1;

function StartAnimation()
{
var objectToAnimate = scene.GetEntityByName(entityNameToFind);
if (objectToAnimate != null  objectToAnimate.animationcontroller !=
null)
{
if(availableAnims=0)
frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
 availableAnims =
objectToAnimate.animationcontroller.GetAvailableAnimations();

var animFound = false;
for(var i=0; iavailableAnims.length; i++)
{
if (availableAnims[i] == animationNameToStart)
{
animFound = true;
break;
}
}
if (animFound)
{

objectToAnimate.animationcontroller.EnableAnimation(animationNameToStart,
true);
objectToAnimate.animationcontroller.SetAnimSpeed(Walk,0.6);
}

var trans = me.placeable.transform;
trans.pos.z = -5;
 trans.rot.x = 0;
trans.rot.y = 180;
trans.rot.z = 0;
 me.placeable.transform = trans;
frame.DelayedExecute(0.5).Triggered.connect(updatePosition);
}
else
{
frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
}
}


if (!server.IsRunning()  !framework.IsHeadless())
{
StartAnimation();
}


function updatePosition(dt) {
var tm = me.placeable.transform;

if(tm.pos.z = -24  tm.pos.z = 2)
{
tm.pos.z += (s*delta);
}
else
{
tm.rot.y += 180;
tm.pos.z += (s*2);
s *= -1;
tm.rot.y %= 360;
}
me.placeable.transform = tm;
frame.DelayedExecute(0.01).Triggered.connect(updatePosition);
}


I have used the RigidBody component for the character (as well as terrain),
but I see the character legs getting into the terrain in high areas. How
can I make character clamp on the terrain??

Regards,
Vaibhav

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Synchronization in clients in Tundra

2012-04-25 Thread Toni Alatalo
On Apr 25, 2012, at 10:35 AM, Vaibhav Vaidya wrote:
 I have a character moving to-n-fro (along the Z-axis) in the scene. I have 
 written the following script for this. When I choose the run mode to server, 
 the script doesn't execute but when I switch to both (client and sever), 
 animation runs smoothly with the single client but when I connect multiple 
 clients, the animation is jerky. Am I missing anything simple?? or Is there 
 anything wrong with the

With this setup all the clients run it individually on the client side, and 
have their own opinion about the exact position, which they all communicate to 
the server which then replicates the changes to all the clients .. so it gets 
jerky.

Correct is to do the modification only in one place, and have that replicate 
over the net. Either on the server or one of the clients.

With this code you disable it on the server - don't do that, if you want to run 
it on a server :)

 if (!server.IsRunning()  !framework.IsHeadless())
 {
 StartAnimation();
 }

~Toni

 var entityNameToFind = UrbanMale.;
 var animationNameToStart = Walk;
 var availableAnims=0;
 var delta = -0.005;
 var s = 1;
 
 function StartAnimation()
 {
 var objectToAnimate = scene.GetEntityByName(entityNameToFind);
 if (objectToAnimate != null  objectToAnimate.animationcontroller != 
 null)
 {
 if(availableAnims=0)
   
 frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
   
   
   availableAnims = 
 objectToAnimate.animationcontroller.GetAvailableAnimations();
 
 var animFound = false;
 for(var i=0; iavailableAnims.length; i++)
 {
 if (availableAnims[i] == animationNameToStart)
 {
 animFound = true;
 break;
 }
 }
 if (animFound)
 {
 
 objectToAnimate.animationcontroller.EnableAnimation(animationNameToStart, 
 true);
   
 objectToAnimate.animationcontroller.SetAnimSpeed(Walk,0.6);
 }
 
   var trans = me.placeable.transform;
   trans.pos.z = -5;
   
   trans.rot.x = 0;
   trans.rot.y = 180;
   trans.rot.z = 0;
   
   me.placeable.transform = trans;
   frame.DelayedExecute(0.5).Triggered.connect(updatePosition);  
   
 }
 else
 {
 frame.DelayedExecute(1.0).Triggered.connect(StartAnimation);
 }
 }
 
 
 if (!server.IsRunning()  !framework.IsHeadless())
 {
 StartAnimation();
 }
 
 
 function updatePosition(dt) {
 var tm = me.placeable.transform;
 
   if(tm.pos.z = -24  tm.pos.z = 2)
   {
   tm.pos.z += (s*delta);
   }
 else 
   {
   tm.rot.y += 180;
   tm.pos.z += (s*2);
   s *= -1;
   tm.rot.y %= 360;
   }
   me.placeable.transform = tm;
   frame.DelayedExecute(0.01).Triggered.connect(updatePosition);  
 }
 
 
 I have used the RigidBody component for the character (as well as terrain), 
 but I see the character legs getting into the terrain in high areas. How can 
 I make character clamp on the terrain??
 
 Regards,
 Vaibhav
 
 -- 
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

snap to terrain (Re: [realXtend] Synchronization in clients in Tundra)

2012-04-25 Thread Toni Alatalo
On Apr 25, 2012, at 10:35 AM, Vaibhav Vaidya wrote:
 I have used the RigidBody component for the character (as well as terrain), 
 but I see the character legs getting into the terrain in high areas. How can 
 I make character clamp on the terrain??

what collision type is the rigidbody?

in animation code with moving characters and a heightmap based terrain this can 
be useful:
var p = terrain.GetPointOnMap(tm.pos); //the point on the terrain at this 
location - i.e. gives the current land height
is in use in http://www.realxtend.org/world/lvm-tundra2/deer2.js (function 
updatePosition(dt))
which is up-to-date -- Jukka touched it previously in February or so I think 
after I originally made it (after ludo-Heikki's initial work), and did core 
enchancements for the terrain to support animation things at the same time.
 
 Vaibhav

~Toni

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: snap to terrain (Re: [realXtend] Synchronization in clients in Tundra)

2012-04-25 Thread Vaibhav Vaidya
Thanks Toni..

On Wed, Apr 25, 2012 at 1:21 PM, Toni Alatalo t...@playsign.net wrote:

 On Apr 25, 2012, at 10:35 AM, Vaibhav Vaidya wrote:

 I have used the RigidBody component for the character (as well as
 terrain), but I see the character legs getting into the terrain in high
 areas. How can I make character clamp on the terrain??


 what collision type is the rigidbody?

 in animation code with moving characters and a heightmap based terrain
 this can be useful:

 var p = terrain.GetPointOnMap(tm.pos); //the point on the terrain at this 
 location - i.e. gives the current land height

 is in use in http://www.realxtend.org/world/lvm-tundra2/deer2.js (function 
 updatePosition(dt))

 which is up-to-date -- Jukka touched it previously in February or so I
 think after I originally made it (after ludo-Heikki's initial work), and
 did core enchancements for the terrain to support animation things at the
 same time.

 Vaibhav


 ~Toni

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] AJET special issue on virtual worlds published

2012-04-25 Thread Lee, Mark
Dear colleagues,

We are pleased to announce that the much-awaited Australasian Journal of 
Educational Technology (AJET) special issue on Virtual Worlds in Tertiary 
Education, guest edited by Mark J. W. Lee (Charles Sturt University and 
University of New England), Barney Dalgarno (Charles Sturt University) and 
Helen Farley (University of Southern Queensland) has now been published. The 
guest editorial and all eight articles that constitute the special issue are 
freely available from the AJET website at http://www.ascilite.org.au/ajet .

Please feel free to spread the word about the special issue to colleagues at 
your institution and elsewhere who might be interested, and through the various 
networks and associations of which you are part.

Kind regards,


Mark J.W. Lee, Barney Dalgarno and Helen Farley
Guest Editors, AJET special issue - Virtual worlds in tertiary education: An 
Australasian perspective
Email: ajet.virtualwor...@gmail.com
Charles Sturt University

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