age") is interesting since it's an attempt to
standardize the CPU/GPU interface backed by the Khronos group (the
same people that maintain the OpenGL spec.)
All that said, VOS is pretty far away from actually trying out these
ideas, but I wanted to throw the idea out there.
[ Peter
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ 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/
I have resolved the immediate issues with my development
environment, we'll have to restart the conversation on design and
strategy.
[ Peter Amstutz ][ [EMAIL PROTECTED] ]
[EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the
Internet]
[ VOS: Next Gener
s5 properties again" for discussion for a new design
that avoids these disadvantages.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality
I'm in a bind one way or the other, since I can't
proceed without resolving this impass.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.
orward using code generation.
- Serialization, peristance, synchronization and replication are easier
since purely declarative data (state) is distinct from the imperative
methods that manipulate it.
Disadvantages:
- It "isn't VOS" since it discards the last trappings of the s4 v
ns like hypervos) would still be possible, but would
stored as properties (so you would have a property would be a list of
outgoing links.)
In this scheme one could share the same value among multiple properties
could be acomplished by "overriding" the embedded property with a
dynamic pr
vobjects" concept is pretty fundamental to s3 and s4 VOS. On the other
hand, I've come to the conclusion that it makes an efficient
implementation very difficult, so it is worth considering other ideas.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interr
ds compatible (eg v1.4 can access
an object of v1.2, but not the other way aorund)
* different revisions are forwards and backwards compatible (v1.4.5 and
v1.4.10 are interchangable)
This would be separate from the notion of site of global revisions at
the site level.
--
[ Peter Amstutz
cause I like the number 5 better
> than 4, I'll say I found great joy in recent s5 work; in particular
> Vobject::clone() saved me hours of toil!
That's good to hear :-) I slipped that one in as part of the template
stuff I did (which you should take a look at, by the way.)
--
, JSON etc serializers, and message encoding for VOS network
protocols will
probably be built on the serialization framework as well.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet
VobjectStub
VobjectPtr
VobjectRef
--
[ 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.
-0500, Reed Hedges wrote:
> Peter Amstutz wrote:
>
> > The idea is to set up "Template" vobjects which have TemplateParameters
> > which are stand-ins for links other objects and are substituted when you
> > actually create a template instance. The "Temp
ier than in S4, which is sort of complex and hard to
> remember what function to use when...
I'm open to specific suggestions.
Also, because libvos is itself being specified and generated from the
CoreSchema.xod file, some
of the design decisions have been influenced by the capabilities
zed subtree substitution is likely to be useful beyond the
specific problem I'm trying to solve.
true
s-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interrea
ld have a "transient" vobject which is still listed on the site, and
is removed from the site's vobject table by the destructor.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generatio
objects, whether in a particular application or in
> VOS stuff like this, without having to put a lot of special stuff in the
> user interface clients.
>
> Reed
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the
ingle class, the most natural naming would
> be for Library, Namespace and Class to have the same name. Suggestions
> on how to fix this are appreciated, I have no idea myself ;-) (Maybe
> something like "/helloworld/core/HelloWorld"?)
The code generator should probably
, because anyone could produce a signed
API document. One of the foundation concepts in s5 is that ownership
of a private key implies the ability (and responsibility) to coordinate
changes to that site so that you don't have conflicting replicas
floating around from different sou
yet doing any of the digital signature checking that I
have planned.
I need to write a tool that spits out public/private keypairs for use
with VOS.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] [EMAIL PROTECTED]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Nex
On Mon, Jan 28, 2008 at 03:28:57PM +, Lalo Martins wrote:
> Also spracht Peter Amstutz (Sun, 27 Jan 2008 23:38:04 -0500):
> > (lots of clarifications on s5 concepts/classes)
>
> On that note... can we have a documenting property (akin to Python's
> docstrings and __d
#x27;m in the process of redesigning A3DL based on my experience with
several mature scene graph APIs (Gamebryo, Open Scene Graph and
Lightfeather.) The new A3DL design is pretty preliminary and not
actually implemented at all. I'll go over it when I've actually put a
bit mor
Merry Christmas and Happy Holidays everyone!
--
[ 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
bjects into actions applied to another - i.e. they could be
> used as building blocks in implementing MVC controllers. There are a
> few checked in to the s4 repository (some that do math or reformat
> property values), and I have more ideas listed at
> http://interreality.org/
ting the wrapper
// and that the underlying object is untouched.
}
This is a little contrived, since wrappers are usually stack-allocated
(although the confusion is still there, just not as obvious), but
similar cases can be made for other common operations such as assignment
and compa
ng it over. It does make the client code easier to read,
but at the expense of potentially introducing confusion between the
wrapper classes and "real" classes, which have very very different
semantics.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]
in terminology is due to an overall change in
thinking. The idea is to not differentiate between local and remote
objects per se, but have "objects than I can change" and "objects I need
to talk to someone else to change". Hence the notion of our local copy
of such objects
tool, the VOS object model is
almost a new language that happens to be hosted on C++. I actually hope
to see VOS implemented in other languages (and not just through foreign
function interfaces) and think it will be a better fit for higher-level
languages that already provide garbage collection
It's sort of like lisp in that fashion.
It would be straightforward to write an additional translation layer
which takes in a more human-friendly format (whether XML, or some C-like
curly braces block structure) and transforms it to the equivalent VOS
AST. It could even be integrated into
The root of the VOS data type system.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Interne
ave changed in s5 but
> generally a programmer only needs to know about MetaObjects when he is
> implementing one, if you're just "using" VOS you deal either with objects as
> generic Vobjects or with their type interface classes (e.g. Property,
> Object3D,
> etc.)
&
e-neutral. The
plan is for S5 VOS vobject MetaObjects to do all those things, hence
changing the name to "component".
On a side note, I have been meaning to sit down and do a writeup on s5
development progress, which will hopefully clarify things a bit. While
for several months I
s of how programming
language objects are invoked, and while this is something that will
exist in VOS, the current "MetaObject" class isn't it.
Comments?
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for
Posted at: http://interreality.org/phorum/read.php?2,88,116#msg-116
Peter Amstutz wrote:
I finally got around to looking at the phorum code for encoding email addresses.
It turns out it actually makes a deliberate effort to foil spam harvesting bots
by encoding the email as a series of HTML
On Tue, Oct 23, 2007 at 02:09:11PM +0200, hellekin wrote:
> On Mon [EMAIL PROTECTED]:58:07 -0400, Peter Amstutz wrote:
> >
> > Anybody want to help do a new site design?
> >
> *** I can give a hand on the new version.
Great!
As I wrote in the previous email, I think w
the workflow will be like, and how a
configurable UI plays into that.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreali
one.
> About Section/Docs
> --
My main concern is that so much stuff is changing, in terms of both
overall goals (trying to be a more focused on addressing specific tasks)
and in the specifics of the technology, its hard to write useful
documentation until development has settled
t subscribes to the primary object, does some work, and then
passes it on to the next listener...
Or are you trying to do some kind of filtering?
I can't answer the questions without knowing what you're trying to
acomplish.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTE
;m not
sure how to group it, although at the level of the entire frame would
make the most sense. When you join a world, it could pop up a dialog
saying, "this would would like to set a custom UI, is that ok"? As you
mentioned, we'll have standard UI configurations that pe
use is primarily an issue of
preference or what makes sense for a particular application, and not one
of policy
- Key and mouse bindings could be reconfigurable by the end user.
I think this idea of reconfiguring the UI for different worlds also fits
nicely with the idea of beginning/advanced/tas
on the web at the vos-d discussion board at:
http://interreality.org/phorum/
- If you find a crash, please file it with Bugzilla:
http://interreality.org/bugzilla/
I hope you find this prototype interesting, and it is a sign of much
more development to come!
--
[ Peter Amstutz ][ [EMAIL
Posted at: http://interreality.org/phorum/read.php?2,88,96#msg-96
Peter Amstutz wrote:
After a quick scan of the phorum modules listed on their site, I didn't find
anything that specifically obscures email addresses. It probably wouldn't be
too hard to do, and I have already had to
Pending the release of the interreality 3d 0.1 user interface prototype
(that's a mouthful) I have set up bugzilla for bug tracking and feature
requests. It's accessable on the main page and at
http://interreality.org/bugzilla
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL
on
the site. The goal is to spend thursday doing new site in preparation
for the interreality3d prototype release on friday, so that people have
a shiny new site to come to. By increasing the promenence of the wiki
and adding a forum, this should encourage more participation and
feeback
On Tue, Sep 25, 2007 at 07:44:04PM +0100, Marcos Marado wrote:
> Hi there, and thanks for the update.
>
> On Tuesday 25 September 2007 18:28, Peter Amstutz wrote:
> > b) Create installer packages. I want to have one-click install packages
> > for Windows, OS X and one or tw
nt to call them) and then push "play".
The goal will be to address the needs both of games/entertainment (which are
essentially discrete event simulations, albiet with rules that are
intentionally unrealistic) and more serious applications such as AI and
robotics research.
--
and "forward" buttons to views enabling browser-style navigation) but I want to
put it to bed soon so we can start working on concrete functionality in the
backend.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality
ing to have something for you all to see (UI prototype, with no
> > network capability) in two to three weeks.
>
> Looking forward to it!
> -Steve
Good to hear :-)
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual
ype, with no
network capability) in two to three weeks.
--
[ 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 ]
es fit together in another email.
--
[ 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:
DL + application frontend (which could be a
useful tool in its own right) without the networking, distributed
computing and persistance pieces necessarily being ready yet.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Realit
before they are disruptive or
can be avoided entirely. I'm planning for the hopefully not-too-distant
future when we have several developers hacking on VOS and need to avoid
stepping on each other's toes.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Pro
displaying background
> notifications and non-modal dialog boxes by inserting them above or below the
> main viewing area rather than as popups :)
>
> Reed
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.or
sion detection off/on
> > 4. A fly mode that is initiated by fly keys that turn off gravity while
> > you're
> > flying, then a key that turns it back on.
> >
> > 1. is pretty trivial, 2 and 3 are trivial, 4 is not too hard but would take
> > a
e
standard key (probably ESC) would cancel the current mode and pop it off
the mode stack.
The "toolbox" on the right hand side would provide a list of commands
that are valid in the current mode.
When I have some time I will put together a prototype to try and explore
these ideas. It
ght be better to look at a game engine built on Ogre - like GOOF.
>
> chris
>
> On 27/06/07, Peter Amstutz <[EMAIL PROTECTED]> wrote:
> >
> >Many of the support features of various engines (map editors, or support
> >for certain modeling programs) are less
can be written in Python
and/or Javascript. The key insight for me is in considering, from a UI
and application design perspective, what the "kernel" for the 3D VR
browser actually needs to provide to have the right hooks that the
extensions can grab on to.
I'll see about replyin
work.
Thoughts?
Lightfeather:
http://lf.mmdevel.de/news.php
Crystal Space
http://crystalspace3d.org
Open Scene Graph
http://www.openscenegraph.com
Ogre
http://www.ogre3d.org
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the
cast spells.
In short, I'm envisioning a sort amalgamation of Firefox, Emacs and
Blender, possibly with some Visual Studio-style detachable "pop-out"
windows (using wxAUI) thrown in for good measure.
It's crazy, but it just might work.
--
[ Peter Amstutz ][ [EMAIL
ogress (if any) has been
made.
I think that about covers it. Comments?
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ h
, or create a minilanguage in which you
write your arbitrary conditional expression. Easier said than done, in
other words.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Co
; will probably never use).
Go for it -- anything that reduces build time is helpful. The main
challenge wrt to CS plugins is that some plugins rely on other plugins,
so it takes some work to actually determine which plugins we're using
and which ones we arn't.
--
[ Peter Amstutz
complex
> worlds with advanced content in real-time should be happy too!) However, I
> do agree that allowing anything to dynamically change should be a major goal
> of VOS, and if something in X3D artificially stands in the way of that,
> that's a good reason to look for a diffe
On Wed, May 16, 2007 at 12:10:21PM -0400, Reed Hedges wrote:
> On Wed, May 16, 2007 at 10:18:34AM -0400, Peter Amstutz wrote:
> > The bigger problem was I was doing something dumb in 0.23, which was the
> > code that loads the md2 models for avatars recenters it to make the
> &
out, and have been
thinking about for a long time -- making it general purpose and doing it
right is one of the reasons VOS development has taken so long.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Inter
intended use, and not shoe-horned
> into paradigms that it doesn't really fit. It might be reasonable to take a
> look at some of the ITU work in this area, such as H.323, and even the IETF
> VOIP/SIP stuff that's out there.
>
> I'm not saying we should necessarily adopt any
> Any suggestions?
>
> Regards,
> Karsten Otto (kao)
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL
of P.2" in the same
> way that P was. P.3 is then also an alias for "most recent version of
> P.3", but P.3 doesn't have any derivative versions, so it's just P.3 (or
> call it P.3.0 or something).
>
> Reed
>
>
>
ong as you bump up
the version number with each change (and timestamp, and regenerate the
digital signature, etc) you have a simple way to compare your vobject
replica with the master version on the site to decide if you need to
synchronize or not.
--
[ Peter Amstutz ][ [EMAIL
ience. The original
> sources and digital systems failed to keep enough documents alive. They
> have the designs but like the Canadians who tried to rebuild the V2 engines
> for their contest submission, they don't know how to run them and it turns
> out the devil is really
object id
* embedded child id
* last modification time
* version number
* capability key
* hash code
So, Lalo, this is probably a bit more than you expected :-) I think the
answer to your question ("could VOS be useful for the things Van
Jacobson talks about") is yes, if we incorporat
ood model for this? The s5 design is going to make
this easier, I think, because instead of strict callbacks for notify
events, it will use the same message passing system as for method calls.
This might make it easier to implicitly or explicitly recognize cases
where notify events should be combin
x27;s kind of a race condition, actually,
which is why it's hard. The Right Way is probably to fix the semantics
of property updates to handle this better, but that's more of something
to consider for s5...
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[L
nd it looks
> pretty nice :)
This sounds terrific! I have to talk to Reed, but since you've shown
some dedication (and a willingness to wade through the CS plugin code,
which is pretty much trial by fire) I will probably go ahead and set you
up to be able to commit to the main br
7-04-26 at 09:21 -0400, Reed Hedges wrote:
> > On Wed, Apr 25, 2007 at 11:07:11PM -0400, Peter Amstutz wrote:
> > > [1] Although there is a case to be made that such files should be
> > > included in your repository anyway, since there are people who might
> >
ting -- having a special VOS
> translation layer that lets one run scripts wrtten for VRML nodes in a
> VOS world. This could facilitate importing VRML files transparently.
Reed and I have been thinking about doing this for years. The idea was
to use OpenVRML to provide the VRML runtime
technical:http://www.hystericalraisins.net/
> GNU: never give up freedom http://www.gnu.org/
>
>
> _______
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter A
bad.
>
> plugins/video/canvas/wxgl/GLWXDriver2D.cpp
>- add SetFocus() to csGLCanvas::OnEnterWindow **BUG**
> - I'm not entirely happy with the default behavior to steal
>focus whenever the cursor floats over the render view
>(it can steal it fro
Unix OSs. So my preference is to
switch to a build system with more modern sensibilities.
> Also, is jam is available on various systems like Solaris?
Yes. Although the software I've seen that uses jam typically includes
the jam source code in a tools directory, along with a shell script
ing on Solaris, not the client
> > (due mainly because I only had ssh/remote X access and was not at the
> > console).
>
> Would it help to give an account on a Solaris/Sparc box? Of course, ssh
> again.
It would help, except that right now my time is severly limited so
even
> run it (or to ask the user to allow certain capabilities)?
>
> -Ken
>
> ps: Something else that may be interesting -- having a special VOS
> translation layer that lets one run scripts wrtten for VRML nodes in a VOS
> world. This could facilitate importing VRML files transp
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality f
On Mon, Apr 23, 2007 at 05:37:47PM +0100, Marcos Marado wrote:
> On Friday 20 April 2007 17:20, Peter Amstutz wrote:
> Well, one of the reasons why LL made this was to let other players to enter
> in "their world", by creating a public, open and standard way of
> communi
he
default position that all the other build tools and makefile generators
are trying to improve upon.
All of the packages reviewed here definitely have both advantages and
disadvantages, and as such no tool clearly wins out. I have not decided
which way to go yet, but could
lues (I need to clarify how this works with Peter on IRC some
> > day), and creating vobjects is currently cumbersome (because Peter intends
> > to make this operation reflexible too, so when it is, that's what Python
> > will use), but you can already run simple tests with is an
#x27; and
> `autoconf' again.
>
> So I would be curious if anyone managed to build and install VOS on Solaris.
>
> Thank & CU Lars.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
g on any
thread. Vobjects might even be swapped out to the persistance database
if they arn't being used.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communicat
is the basic motivation for defining VOS as a
platform: so in the long run, we don't have to do all the work. So
instead of stitching together a half-assed 3D engine, a half-assed
database and a half-assed scripting language all created in-house, we
can create a best-of-breed system that t
long haul...
--
[ 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
://www.metaverseroadmap.org/
>
>
> Shun-Yun
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project]
rinfo missing DLL symbol error. It's very annoying.
> All in all, I think I've got your demo gallery completely working on
> windows, built with MSVC :) -- I'll have to post a summary describing all
> the tweaks I had to make to get it working in the next few days, after
l just force it to :80 in the
> wikipedia object and see how it goes from there.
>
> -Ken
>
>
> ___
> vos-d mailing list
> vos-d@interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
--
[ Peter Amstutz
ty.org/wiki/HyperVosIdeas . Part of my
> motivation has been searching for a good web application focused on
> Question and Answer customer support, as well as general forum
> discussion.
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Pro
e the avatar close to the
> target.
>
> ... and probably more. No need to implement these all at once, better
> have a sort of plug-in system for the text/3d bridge.
All good suggestions. For me this discussion is mostly idle
speculation, because we're focused on other things, but
ful than
the 3D GUI, at the moment).
On Wed, Apr 18, 2007 at 11:16:43AM +0100, Marcos Marado wrote:
> On Wednesday 18 April 2007 09:26, Karsten Otto wrote:
> > Am 17.04.2007 um 19:54 schrieb Peter Amstutz:
> > > [...]
> > > Also something I've wanted to explore is t
anyway, and keep up with the effort :-)
>
> -
> Can anyone please give me an answer? I would really be interested in this.
>
> --
> Marcos Marado
> Sonaecom IT
>
> ___
> vos-d mailing list
> vos-d@interrea
even if you used it with VIP.
>
> Enjoy!
>
> Karsten Otto (kao)
--
[ Peter Amstutz ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://
deadlock. What's irritating is I haven't been able to get a stack trace
that will tell me exactly where the two deadlocked threads are getting
stuck, so it's been exceedingly hard to debug.
(I'll do that right now, so by the time you get this message the world
should
bug, I am pleased to see that VOP still sort
> of works despite the long neglect :-)
I'm glad it's been useful to you. It's also proven to us the value of
supporting multiple protocols that focus on different aspects like
performance or ease of interoperability -- hopeful
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