Re: [vos-d] Project: Zephan

2008-07-30 Thread sconzey
Congratulations, great choice of name. :D

2008/7/30 Reed Hedges <[EMAIL PROTECTED]>:
>
>
> I have a new top priority project that must compete with VOS -- Zephan Isaac
> was born on Friday at 7:30 PM!  Though so far he's been great and we're well
> rested (so far) and on top of the world.
>
> More photos and news will be on my web site and on flickr in the upcoming
> weeks.
>
> Reed
>
>
> --
> http://interreality.org/~reed
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>
>



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

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


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

2007-01-23 Thread sconzey
Maybe a set of shell scripts, rather than plugins for the actual application...

have a blend2cod, and a obj2cod and a lwo2cod etc...

On 1/21/07, Jason Heblack <[EMAIL PROTECTED]> wrote:
> On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
> > On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
> >
> >> Its nice that one can use blender to convert models, but thats another
> >> barrier to download, keeping people from attending.
> > Are there other modeling tools that it would be nice to support?
> > Sketchup would be a good one I think, it's really easy to use and is
> > becoming popular and well known through its association with Google Earth.
> >
> >
> *"The BRL-CAD package is a powerful Constructive Solid Geometry (CSG)
> solid modeling system with over 20 years development and production use
> by the U.S. military. BRL-CAD includes an interactive geometry editor,
> parallel ray-tracing support for rendering and geometric analysis,
> path-tracing for realistic image synthesis, network distributed
> framebuffer support, image-processing and signal-processing tools. The
> entire package is distributed in source code form." --- BRL-CAD Homepage
>
> That said, it would be nice to have a 3d man program for dragonflybsd or 
> longhorn.
>
> *--
> Please reply back to this note using your email program.
> jh
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>


-- 
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/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


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 Q&A 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.
> >
> > Well, 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.
> >
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>


-- 
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/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


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
> >
> > ___
> > vos-d mailing list
> > vos-d@interreality.org
> > http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>


-- 
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/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] SecondLife client goes Open Source

2007-01-10 Thread sconzey
But surely this is why they've released the source of the client side.
This is the side that does the rendering and content display. I've
seen wonders done to shabby content by an overhauled graphics engine.
(Anarchy Online)


On 1/9/07, swe <[EMAIL PROTECTED]> wrote:
> Hi,
>
> yup, I agree, I downloaded SL cause everyone was telling me of
> 'dead-end' vrml tech, so I wanted to check the hype:
> I was very surprized that they even have no shadows, which I thought they
> would have.
> Textures look often shabby, most of their 'houses' look like boxes, their
> 'trees' flow in the sky, not on ground.
> I guessed lots of people there, but so far I found round 20 in the start
> place, which cybertown had in better times too.
>
> As people wrote on VRML/X3D -list, the client in open source is only the
> useless part when you have a server-client system.
>
> Well,
> I still hope VOS will make a vrml2vos convertor some time...
>
> CU
> hermetic
>


-- 
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/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] Swig

2006-03-12 Thread sconzey
The problem is that as far as I know, C# isn't anywhere near as portable as python, nor is it anywhere near as open. There are many free python development applications, whereas to write C# requires £300 worth of software.
My vote's cast for python.On 3/12/06, Hugh Perkins <[EMAIL PROTECTED]> wrote:
Hmmm,
 
After playing around a little with C#, I have to agree with Neil: C# rocks.
 
Just to throw some salt in the wounds of the Python discussions, I cant help thinking that C# has all the advantages of both Python (run from source, easy to read) and C++ (strong typing, runs quickly).
 
Btw, OSMP is now available in a C# version ;-)
 
http://manageddreams.com/osmpbb/viewtopic.php?t=333
 
On 9/2/05, Neil Mosafi <[EMAIL PROTECTED]> wrote:



Yep, not had much practise with managed C++ as I'm lazy and C# is so much easier (!), but I guess managed C++ could be the way to go for integrating with VOS as it can fully utilise the C++ classes.

 
Still there'd be work required to make the API more ".net like"  
___vos-d mailing listvos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d-- QOTD:"Violence is the last resort of the incompetent"-- Isaac Asimov
GPG Public Key: http://www.jargonjunkie.com/rants/scones.ascWebsite: http://www.jargonjunkie.com/
___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] And I find myself with free time on my hands...

2006-03-02 Thread sconzey
Okay... Here's what I'm not sure about...The proposed a3dl:cal3d class, how does it relate to a3dl:model and a3dl:object3d?I know CrystalSpace has distinct classes for Cal3D models and standard 3D sprites... Should we make the same distinction in vos to make implementation in Ter'Angreal easier?
 -sconzeyOn 3/1/06, Peter Amstutz <[EMAIL PROTECTED]> wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1Great to hear!  Looking forward to seeing what you come up with.On Wed, 1 Mar 2006, sconzey wrote:> I'm going to start working on researching skeletal and keyframe animation,
> there should be a wiki page up by the end of the evening [GMT] to discuss> it.>> -sconzey>> --> 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/>[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ][Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ][ http://interreality.org/~tetron ][ pgpkey:  
pgpkeys.mit.edu  18C21DF7 ]-BEGIN PGP SIGNATURE-Version: GnuPG v1.4.1 (GNU/Linux)iD8DBQFEBg6WaeHUyhjCHfcRAm4YAJ4vvROcdAG24Hruz7wEk9UJtCr5zACdEc223rxkcdSa/b401xUA2yN46jM==9Pc0-END PGP SIGNATURE-
___vos-d mailing listvos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d-- QOTD:"Violence is the last resort of the incompetent"-- Isaac Asimov
GPG Public Key: http://www.jargonjunkie.com/rants/scones.ascWebsite: http://www.jargonjunkie.com/
___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


[vos-d] And I find myself with free time on my hands...

2006-03-01 Thread sconzey
I'm going to start working on researching skeletal and keyframe animation, there should be a wiki page up by the end of the evening [GMT] to discuss it.-sconzey-- QOTD:"Violence is the last resort of the incompetent"
-- Isaac AsimovGPG Public Key: http://www.jargonjunkie.com/rants/scones.ascWebsite: http://www.jargonjunkie.com/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] Re: Interesting

2005-12-04 Thread sconzey
Nothing you haven't thought up already. :)

I was really quite proud of my caching/inheritance idea as a way to
minimize what the client had to download... I'm not sure you made a big
enough deal of that...

Also, flexibility. If we're going to have a library of converters we
may as well use them... So the user wants a dynamic texture? They just
create an animated gif and set it as the texture, or a mov, or ...

 -- sconzeyOn 12/4/05, Reed Hedges <[EMAIL PROTECTED]> wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1> On Sun, 4 Dec 2005, sconzey wrote:>>>> over the intervening period I've had a couple of good (and I thought>>> original) ideas to do with virtual reality.
I'm curious about these ideas, can you share some of them?Reed-BEGIN PGP SIGNATURE-Version: GnuPG v1.4.1 (GNU/Linux)Comment: Using GnuPG with Thunderbird - 
http://enigmail.mozdev.orgiD8DBQFDk2nDFK83gN8ItOQRAg97AJ4xPtp6e7zUsjO5NYrHLvj4CXOyqwCcCTDepdTbVNsltJwn8oSTjlGlnT0==FDV3-END PGP SIGNATURE-___
vos-d mailing listvos-d@interreality.orghttp://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
-- QOTD:It is by the fortune of God that, in this country, we have threebenefits: freedom of speech, freedom of thought, and the wisdom neverto use either.
-- Mark TwainGPG Public Key: http://www.jargonjunkie.com/rants/scones.ascWebsite: http://www.jargonjunkie.com/

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


[vos-d] Re: Interesting

2005-12-04 Thread sconzey
On 12/4/05, Peter Amstutz <[EMAIL PROTECTED]> wrote:
 ...Well, I'm glad you found us :-)  How did you, by the way?

Looking through sourceforge projects for a starting point. :)

Alright, well a couple questions first:What OS/platform are you using?

I have windows 2000 dual booting with SuSE 9.0 on my desktop, I've got
cygwin installed on 2000 for when I can't be assed to reboot.

I've got Eclipse and MSVC for windows, and I've got Eclipse and I'm afraid I like emacs for Linux...

I've got Windows XP on a laptop, with Eclipse, although MSVC can be installed.
What's your programming background?
I've been programming on and off in a variety of languages for a
variety of platforms, my two top languages at the moment are Java and
C++, athough my C++ is a little rusty. I know some perl, some python...

I've never really done any serious coding though, most of the
applications -- though successful and complete were at most a couple of
files, a few hundred lines of code. I'm afraid I'm not too familliar
with CVS, except by concept.

So, sconzey, it all depends on what interests you :-)
The scripting sounds quite interesting, what's been done so far?

-- sconzey
-- QOTD:It is by the fortune of God that, in this country, we have threebenefits: freedom of speech, freedom of thought, and the wisdom neverto use either.-- Mark TwainGPG Public Key: 
http://www.jargonjunkie.com/rants/scones.ascWebsite: http://www.jargonjunkie.com/
___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d