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On Mon, 17 Apr 2006, Or Botton wrote:

I'm liking the new release alot - The tutorial world and the new demo world makes things much more presentable.

Thanks!  I'm very happy with the results so far.

Just have to watch out for the walls at the pyramid. Its easy to get stuck when bumping them.

Yea, I noticed. I think what is going on is that the interior walls are double-sided polygons, and so if you just penetrate the wall a tiny bit, the collision detection code (csColliderActor) can't decide whether to let you go in or out, so it just gets stuck. Of course, those walls were not inteded to be double sided, so it's a bug in the map. As you can tell, it was a bit of a rush job and I didn't even finish texturing it.

I do have two questions though: Why is the remote avatar motion on Terangreal appear jerky? Does Terangreal just receives and implement the position updates rigidly without any additional processing to make the animation smoother?

Correct, it is not doing any client-side movement smoothing. Partly I wanted to see how sending straight up position updates would look (to get an idea of the performance of the VIP low-latency protocol) but mainly we just haven't gotten around to it. It's on the to-do list.

Also, are there any other known VOS worlds running out there or is the demo world the only one?

Not that I know of. You can be the first! :-) We can add links to other worlds in the demo world now...

Currently your options for making a world are Blender (via a Python export plugin), 3D Studio Max (via .ASE) or editing a XOD file and building it up with prims. In the short term I'm hoping to add VRML/X3D to that list, and possibly Maya. But that's another conversation.

[   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 ]
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