Hi Robert,
Niclas Olofsson's ForestWorld was using something similar to this to
increase rendering efficiency by breaking his world into square segments. I
had thought his world was infinite, but he told me some time ago that it
wasn't. One of the results of his way of world-building was that it opened
the possibility of making an infinite world quite easily.
Niclas is really the person to speak about this though. I don't know if he
still monitors this list... I know he is very busy these days.
I was going to spend some time adapting my island world to his ForestWorld
but I have been quite busy with work lately myself, and the last couple of
times I looked for ForestWorld it hasn't been up on the net.
I don't see that VNet would have problems with breaking a world into cubic
segments though -- it seems like just an extension of what Niclas was
doing. I think it is a great idea.
Does your Sector System unload a cube immediately you leave it? or always
keep the cube you are in, plus the 6 surrounding it loaded?... or would
that be 14 cubes surrounding it (including diagonally touching cubes as
well as face-touching cubes)? If you unload a cube immediately you leave
it, you could have the unsettling experience of stepping backward over a
cube border and seeing everything vanish from view.
Is it possible to use smaller segments, say 10meter cubes? And adjust the
trigger distance for loading segments?
Best wishes,
- Miriam
At 13:14 27/02/99 -0800, Robert Bjarnason wrote:
>Hi,
>
>We've implemented persistent state for BANG 1.1 using Jini/JavaSpaces.
>Beta 1/build0.070 of the client will be released on 15. of March.
>
>We want to use VNet for dispatching shared state information about objects
>in the Scene. This would be easy if it weren't for our Sector system
>that chops bangSpace up to 100.0x, 100.0y, 100.0z big sectors. This is used
>for enabling infinite Cyberspace/you can move forward and the client
>will load 3D objects that are in the Sector you're travelling in and un-load
>objects in Sectors you no longer exists in.
>
>Basically the VNet server has to be able to filter out and dispatch - to the
>clients, changes of objects that are in his Sector.
>
>Has anybody experienced with this or made such changes to the VNet server?
>
>Object formats currently supported by the persistent state:
>-- VRML97Entries (good'ol VRML97 geometry and behaviours)
>-- J3DNative Entries (J3D .class files loaded over the net using the
LoadInterface3D.class)
>-- SpaceMark Entries (Shared 3D bookmark/viewpoint system)
>-- TreeMap Entries (3D maps for navigating websites)
>
>At http://the.bang.is/ariadne.jpg is a screenshot of the new client with a
map of
>http://ariadne.iz.net/ in the background.
>
>With warm regards,
>
>R�bert Vi�ar Bjarnason
>[EMAIL PROTECTED]
>bang space inc.
>http://the.bang.is/
>
>ps. We are also (re-)designing our website and will provide real
installation wrapper
>for the BANG client in this upcoming release.
>
>pps. I sent a large 300k screenshot with this same mail earlier, that was
a mistake
>I was going to send a screenshot that is less than 80k. I'm hoping that it
bounced
>and stopped at the mailserver @ ariadne. But if it did go trough and is
being sent to
>you all, I apologize for wasting your downlink time.
>
>
>
>
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I doubt, therefore I might be.