[vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread swe
Hi VOS-developer,

I downloaded the new terangreal, new box world looks nice: good idea to 
have the move explaination in first sight!
Funny little pyramid and penguin online then ;)

Ok, but thats still all one can find easy if one wants to attend own stuff 
to vos from a non-hardcore-coder perspecive.

I checked a lot of (not of very useful for this intend) theoretical docs 
on the vos website, till I found eventually that the world definitions 
are in the .xod files.

So this info lead me to the first box world is stored in 
3dworld-blocks.xod in main folder and the detailed stuff is in 
/worlds/blocks.cod.gz

(hell why is not a simple README.txt or HOW_TO_EDIT_WORLD.txt in the 
main folder explaining such?)

The blocks.cod is compressed (wow! saves 50 bytes?)
and in cod-format (why not using a more human readable and editable .xod 
too?)
What do I need to convert .cod back to .xod?
Where do I find infos about that?
Or better, can I write my worlds in (ok static?)vrml and convert to .xod 
by a tool?
Where do I get them?

All that infos could help new users to get more involved in vos I think.
Why not include such examples in the download?

Further more, if you look at the free blaxxun community: one central 
feature is a 'world'-list where user can promote own worlds:
Why not add an interface or upload button so user can create 
own worlds or add static objects (given in common formats like 
.obj/.3ds/vrml?) to the first VOS world?

Its nice that one can use blender to convert models, but thats another 
barrier to download, keeping people from attending.

Also I think the first VOS worlds should show what possibilities
(-shadows? water? layers? mediaformats? sounds?- I remember you added 
the emma3d features to vos?) VOS can use.
If you want more users and especial content designers, the first steps 
should show why VOS is good for them.

Or think it from a different perspecitve, why SL makes user want to be 
part of it?
Show them that SL is 'dead-end-tech' (a word SL-hype has for other 
communities ;)!

Anyway, I would like to bring some models into vos. Like a pirate 
ship? Maybe a little island? One there outside can help me to get a water 
surface working and convert/upload stuff on main server?

The knowledge that vos is the better system is not enought.

so far my ideas about

hermetic

( online island editor example: 
http://www.cyworx.com/worlds/piratez9/index.wrl )


On Wed, 10 Jan 2007, Peter Amstutz wrote:

 On Wed, Jan 10, 2007 at 09:15:37PM -0500, Reed Hedges wrote:

 Cory Linden (I forget his real name) did a QA about open-sourcing the
 client, and someone asked him if they think that also open-sourcing the
 server would hurt SL from a business perspective, and he said No.  But
 I wonder if they do have plans on doing it.

 snarkWell, seeing as how they aren't making any money off of Second
 Life as it is, it would be hard to hurt their business any more than
 they're already doing themselves./snark



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Re: [vos-d] SecondLife geometry

2007-01-15 Thread Or Botton
Sorry for the late reply, just noticed this discussion.

Secondlife supports cutting but no boolean. You can link several  
links together, and position them one inside the other to simulate a  
new surface - but in truth, it will still be a group of separate  
primitives, and no boolean operations are possible. Infact, we've  
been asking for it for awhile.

There are several types of graphics i've spotted in SecondLife:
A terrain bumpmap - for the world's terrain, can be edited via a  
standard raw file.
A poser avatar mesh - The avatars are poser 2 models. We believe they  
messed with the design abit, but thats what they are.
Primitives - pretty much everything else, other then the standard  
issue skybox.
Particles - Clouds, several UI effects, and other effects that can be  
generated via scripted objects.

The physics engine treats all the objects as individual primitives.  
Infact, for this reason, physics-enabled objects have been  
artificially limited to 31 primitives - LL says that too many  
physical objects with more primitives then this can cause the physics  
engine of the local simulator to slow down drastically and possibly  
deep think and halt.

Every primitive can stand for itself. Each of them has their own  
personal inventory which can contain symlinks to other objects,  
including their own personal instances of script bytecodes - enabling  
each primitive to be individually scripted and have its own  
programmed reaction, including communication with other primitives  
within the same object as they. Most of the complex 3D effects are  
currently achieved by commanding the various primitives to move or  
transform in a certain way to simulate all sorts of motions.  
Commanding the Root primitive will cause the entire linked set to  
move in the world itself.

The physics engine is Havoc 1. It is running on the sim, sending  
updates on all objects to connected viewers. Objects will always  
continue the previously given movement and will even clip through  
other objects in the scene unless another command is sent as  
override. (Not very good for games - slow reaction time)

After playing with various streaming 3D clients - from Active Worlds  
to Blaxxun, Plastic Planet, Caligari, Terangreal and even GuildWars  
(Zone art files are only downloaded on demand, when you cross the  
border or enter a building - from that point onward they are  
available on disk), I can safely say that Linden Lab's primitives  
method is pretty good for streaming: It provides the fastest results.

With most systems I had to wait up to several minutes to download a  
complex scene. With SecondLife the wait is limited to 5 seconds at  
best, with everything else finishing to render as you move in about  
30 seconds to a minute even in a very complex scene.

The problem is - SecondLife have not progressed this technology very  
far beyond adding afew features such as new primitive shapes, light  
sources and flexible primitives.

One feature that would be interesting to see would be the ability to  
fuse the edges of primitives together to create a skinned object on  
the client side, boolean operations, or even the ability to specify  
custom primitive designs. As long as the server see the primitives  
only as such or possibly nodes, it should be possible to create all  
sort of interesting effects purely client-side to enhance the graphics.

On Jan 11, 2007, at 4:58 AM, Mark Wagner wrote:

 On 1/10/07, Reed Hedges [EMAIL PROTECTED] wrote:

 Does anyone know if you can do boolean operations with prims?  I  
 vaguely
 recall that you can apply a few cut out operations but not  
 completely
 general prim-prim boolean ops??


 You can perform various CSG-like transformations on prims, but
 SecondLIfe does not support CSG.  I suspect that this is because the
 prims are converted into meshes for rendering: CSG on meshes is a
 non-trivial problem.  It may also be related to the physics engine
 they use.

 -- 
 Mark Wagner

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Re: [vos-d] SecondLife geometry

2007-01-15 Thread sconzey
Isn't this called procedurally generated content? Not entirely unlike
what they did with .kkrieger (http://en.wikipedia.org/wiki/.kkrieger)
...

On 1/15/07, Or Botton [EMAIL PROTECTED] wrote:
 Sorry for the late reply, just noticed this discussion.

 Secondlife supports cutting but no boolean. You can link several
 links together, and position them one inside the other to simulate a
 new surface - but in truth, it will still be a group of separate
 primitives, and no boolean operations are possible. Infact, we've
 been asking for it for awhile.

 There are several types of graphics i've spotted in SecondLife:
 A terrain bumpmap - for the world's terrain, can be edited via a
 standard raw file.
 A poser avatar mesh - The avatars are poser 2 models. We believe they
 messed with the design abit, but thats what they are.
 Primitives - pretty much everything else, other then the standard
 issue skybox.
 Particles - Clouds, several UI effects, and other effects that can be
 generated via scripted objects.

 The physics engine treats all the objects as individual primitives.
 Infact, for this reason, physics-enabled objects have been
 artificially limited to 31 primitives - LL says that too many
 physical objects with more primitives then this can cause the physics
 engine of the local simulator to slow down drastically and possibly
 deep think and halt.

 Every primitive can stand for itself. Each of them has their own
 personal inventory which can contain symlinks to other objects,
 including their own personal instances of script bytecodes - enabling
 each primitive to be individually scripted and have its own
 programmed reaction, including communication with other primitives
 within the same object as they. Most of the complex 3D effects are
 currently achieved by commanding the various primitives to move or
 transform in a certain way to simulate all sorts of motions.
 Commanding the Root primitive will cause the entire linked set to
 move in the world itself.

 The physics engine is Havoc 1. It is running on the sim, sending
 updates on all objects to connected viewers. Objects will always
 continue the previously given movement and will even clip through
 other objects in the scene unless another command is sent as
 override. (Not very good for games - slow reaction time)

 After playing with various streaming 3D clients - from Active Worlds
 to Blaxxun, Plastic Planet, Caligari, Terangreal and even GuildWars
 (Zone art files are only downloaded on demand, when you cross the
 border or enter a building - from that point onward they are
 available on disk), I can safely say that Linden Lab's primitives
 method is pretty good for streaming: It provides the fastest results.

 With most systems I had to wait up to several minutes to download a
 complex scene. With SecondLife the wait is limited to 5 seconds at
 best, with everything else finishing to render as you move in about
 30 seconds to a minute even in a very complex scene.

 The problem is - SecondLife have not progressed this technology very
 far beyond adding afew features such as new primitive shapes, light
 sources and flexible primitives.

 One feature that would be interesting to see would be the ability to
 fuse the edges of primitives together to create a skinned object on
 the client side, boolean operations, or even the ability to specify
 custom primitive designs. As long as the server see the primitives
 only as such or possibly nodes, it should be possible to create all
 sort of interesting effects purely client-side to enhance the graphics.

 On Jan 11, 2007, at 4:58 AM, Mark Wagner wrote:

  On 1/10/07, Reed Hedges [EMAIL PROTECTED] wrote:
 
  Does anyone know if you can do boolean operations with prims?  I
  vaguely
  recall that you can apply a few cut out operations but not
  completely
  general prim-prim boolean ops??
 
 
  You can perform various CSG-like transformations on prims, but
  SecondLIfe does not support CSG.  I suspect that this is because the
  prims are converted into meshes for rendering: CSG on meshes is a
  non-trivial problem.  It may also be related to the physics engine
  they use.
 
  --
  Mark Wagner
 
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QOTD:
Violence is the last resort of the incompetent
-- Isaac Asimov

GPG Public Key: http://www.jargonjunkie.com/rants/scones.asc
Website: http://www.jargonjunkie.com/

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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread sconzey
I'm with hermetic here, while the code is comparitavely well
documented, there's little on content generation at all.

However, on the flip side, this is an open source project, and you've
just found a way to contribute.

 -sconzey

On 1/15/07, swe [EMAIL PROTECTED] wrote:
 Hi VOS-developer,

 I downloaded the new terangreal, new box world looks nice: good idea to
 have the move explaination in first sight!
 Funny little pyramid and penguin online then ;)

 Ok, but thats still all one can find easy if one wants to attend own stuff
 to vos from a non-hardcore-coder perspecive.

 I checked a lot of (not of very useful for this intend) theoretical docs
 on the vos website, till I found eventually that the world definitions
 are in the .xod files.

 So this info lead me to the first box world is stored in
 3dworld-blocks.xod in main folder and the detailed stuff is in
 /worlds/blocks.cod.gz

 (hell why is not a simple README.txt or HOW_TO_EDIT_WORLD.txt in the
 main folder explaining such?)

 The blocks.cod is compressed (wow! saves 50 bytes?)
 and in cod-format (why not using a more human readable and editable .xod
 too?)
 What do I need to convert .cod back to .xod?
 Where do I find infos about that?
 Or better, can I write my worlds in (ok static?)vrml and convert to .xod
 by a tool?
 Where do I get them?

 All that infos could help new users to get more involved in vos I think.
 Why not include such examples in the download?

 Further more, if you look at the free blaxxun community: one central
 feature is a 'world'-list where user can promote own worlds:
 Why not add an interface or upload button so user can create
 own worlds or add static objects (given in common formats like
 .obj/.3ds/vrml?) to the first VOS world?

 Its nice that one can use blender to convert models, but thats another
 barrier to download, keeping people from attending.

 Also I think the first VOS worlds should show what possibilities
 (-shadows? water? layers? mediaformats? sounds?- I remember you added
 the emma3d features to vos?) VOS can use.
 If you want more users and especial content designers, the first steps
 should show why VOS is good for them.

 Or think it from a different perspecitve, why SL makes user want to be
 part of it?
 Show them that SL is 'dead-end-tech' (a word SL-hype has for other
 communities ;)!

 Anyway, I would like to bring some models into vos. Like a pirate
 ship? Maybe a little island? One there outside can help me to get a water
 surface working and convert/upload stuff on main server?

 The knowledge that vos is the better system is not enought.

 so far my ideas about

 hermetic

 ( online island editor example:
 http://www.cyworx.com/worlds/piratez9/index.wrl )


 On Wed, 10 Jan 2007, Peter Amstutz wrote:

  On Wed, Jan 10, 2007 at 09:15:37PM -0500, Reed Hedges wrote:
 
  Cory Linden (I forget his real name) did a QA about open-sourcing the
  client, and someone asked him if they think that also open-sourcing the
  server would hurt SL from a business perspective, and he said No.  But
  I wonder if they do have plans on doing it.
 
  snarkWell, seeing as how they aren't making any money off of Second
  Life as it is, it would be hard to hurt their business any more than
  they're already doing themselves./snark
 


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-- 
QOTD:
Violence is the last resort of the incompetent
-- Isaac Asimov

GPG Public Key: http://www.jargonjunkie.com/rants/scones.asc
Website: http://www.jargonjunkie.com/

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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread S Mattison

Hermetic: Awesome ideas!
While I could easily create a secured MySQL database of world names and
URLs, and even a PHP file that accesses the list and puts it into a tidy
table, what I can't do is make the people who know how to program access my
database, and put it in the program as a new feature. And as I don't know
programming languages that well... I'll really have to rely on someone
else's programming ability, I believe.

Anybody out there willing to work with me on this one?

On 1/15/07, sconzey [EMAIL PROTECTED] wrote:


I'm with hermetic here, while the code is comparitavely well
documented, there's little on content generation at all.

However, on the flip side, this is an open source project, and you've
just found a way to contribute.

-sconzey
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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread S Mattison

Hopefully, when I'm better at coding, I can code an internal world editor
that lets you right-click on objects if you have permissions to them, the
way you can in ActiveWorlds, and move them around, or rightclick on your
character in a free-edit world, to add new objects.

Then it'll just be a matter of having the right object files in the right
directories, and putting the right sounds and textures on them... hopefully.
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Re: [vos-d] Browser-based 3d Pirate game

2007-01-15 Thread S Mattison

To all newer on this list, Im developing a browser based build-up 3d



pirates-game, technic is php/mysql/vrml. While shared events are possible
with that, its a lot of work to make a system vos already has, including
  its stabile 3dchat. (some screenshots:
http://www.cyworx.com/viewtopic.php?t=26postdays=0postorder=ascstart=15
notice the lack of shadows and the bad water of the old vrml viewer used)



Check out Puzzle Pirates from 3-rings design.
I can tell you some of the better ideas they had, that they chose to do
without.

When your ship reaches an island, at one time, you could send your pirates
all out foraging.
http://yppedia.puzzlepirates.com/Foraging
Purportedly, they would spend their jobbing hours (of which you have up to
twenty-four, collected over the course of real-life hours) to go out and
forage various areas and retreive wood, stone, plants, and gems to sell or
use in making in-game items (swords, clothes, cannonballs, rum, and even
ships)... Though more recently, wood, stone, plants, and gems have been
replaced with useless fruit, useless gems, and useless ore, that can only be
sold for money.

The devs claimed that foraging ruinned their game, but it is only because
they repopulated their islands on a schedule with a percentage of certain
items... The way they were doing it, the islands would run out of stuff to
forage, and then mystically, stuff would reappear on the island, all at
once. People figured out when the stuff was populating itself on the island,
and foraged all the goods out of it. ThreeRings could have picked from that
percentage every time someone clicked the 'forage' button, or even made it
where pirates had to explore the island and click on a tree to forage wood,
but apparently they were too reserved to try such daring and innovative
functional approaches.

I'm not suggesting that you do such a thing with your game, but it does seem
like a good start to a pirateful economy.
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