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Separate "OpenSim WebGL Viewer" mailing list?<br>
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On 8/15/2014 11:14 PM, Mister Blue wrote:<br>
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<div dir="ltr">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.
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<div>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.</div>
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<div>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.</div>
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<div>So, next steps, what forum should we have the architectural
discussion?</div>
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<div>-- mb</div>
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<div class="gmail_quote">On Wed, Aug 13, 2014 at 9:37 PM, Diva
Canto <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:diva@metaverseink.com" target="_blank">diva@metaverseink.com</a>></span>
wrote:<br>
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<div class="">On 8/13/2014 7:33 PM, Mister Blue wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
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Now, talking about Diva's challenge...<br>
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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.<br>
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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.<br>
<br>
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]
<div class=""><br>
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<blockquote class="gmail_quote" style="margin:0 0 0
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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.<br>
<br>
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.<br>
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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.<br>
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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.<br>
<br>
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.
<div class="HOEnZb">
<div class="h5"><br>
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