[Opensim-dev] thinking about a viewer
Butch Arnold
butch.arnold at 3rdrockgrid.com
Sat Aug 16 04:10:54 UTC 2014
Separate "OpenSim WebGL Viewer" mailing list?
On 8/15/2014 11:14 PM, Mister Blue wrote:
> I'm interested in the 'renderer' as separate from the 'viewer' (made
> up of renderer and components) and the architecture of the virtual
> world infrastructure.
>
> I like the move into the browser (all JavaScript and WebGL) to make a
> viewer that is independent of any libraries or OS. But that said,
> there is a lot to do with the infrastructure that is behind the
> virtual world. Ideally, any infrastructure should work with both
> virtual worlds and augmented reality applications. So it should be
> about place and view and interest.
>
> Unity3D is a tech (and as a business they are interested in lockin)
> but, in general, we should defined protocols between the viewer and
> the world whether the world is SL or OS or whatever.
>
> So, next steps, what forum should we have the architectural discussion?
>
> -- mb
>
>
> On Wed, Aug 13, 2014 at 9:37 PM, Diva Canto <diva at metaverseink.com
> <mailto:diva at metaverseink.com>> wrote:
>
> On 8/13/2014 7:33 PM, Mister Blue wrote:
>
> Now, talking about Diva's challenge...
>
> The problem with creating such a solution is that the existing
> tools are welded together -- 3d renderer is embedded into an
> app that presents a pre-defined UI, chat system, camera
> system, ... It is all or nothing.
>
>
> Assuming we'd develop a WebGL viewer more or less from scratch,
> this wouldn't be a problem [for the WebGL viewer]. We can separate
> protocol from rendering engine from [programmable] UI.
>
> Being able to use the Linden viewer as a collaborative authoring
> system for multi-user 3d content for the Web would be super cool.
> [Note to patent trolls lurking on this list: I said it here first]
>
>
> Systems like RealXtend try to solve the changeability problem
> by making everything programmable. So there, an author has to
> program and deal with the interaction of all the parts.
>
> What is missing is an 'authoring language'. What is the
> 'language' (and I use that term for a solution loosely) that a
> scene author can use to create the challenge scene.
> Technically, the parts should be separate and composable. From
> the author's point of view, the world should only consist of
> the actors and the interactions desired.
>
> There are scenario editing and interaction 'languages'
> available. The Unity graphical state system is cool. I'd like
> to see others that were more scene or world oriented. The
> underlying tech would be of composible pieces that supported
> the construction of the desired world.
>
>
> Yes, Unity3D is definitely a good reference point. I find it
> lacking on only two things that I think are superior in the Linden
> system: (1) ease of creation: prims are easier for simple things;
> (2) collaborative authoring: creating a complex scene/game with
> multiple developers in Unity3d is a pain in the neck. So, we could
> borrow a few ideas from Unity3D and add them to the Linden viewer
> -- things like specifying camera movements, controller objects, 2D
> UI, etc. Even if these things are not runnable in the Linden
> viewer itself, they would run in the WebGL viewer. So while
> developing, we could run both the Linden viewer and a web browser
> pointing at the sim.
>
> I want this to happen. I just don't know anything about rendering,
> so I'm useless wrt developing a WebGL renderer, and I'm waiting
> for the hero who does that in open source. But you can count on me
> (and I'm sure others here) to jump in on everything else --
> protocol, authoring language, etc.
>
>
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