[Opensim-users] summary/thoughts on Blue Mars
Paul Fishwick
fishwick at cise.ufl.edu
Thu Sep 17 15:34:39 UTC 2009
I tried out Blue Mars last night:
http://www.bluemarsonline.com/
and have some initial thoughts. I'll try to organize these thoughts from the
perspective of someone using OpenSim. Blue Mars is a massively multiplayer
virtual world that was recently released.
Overall Impression
-------------------
Very rough around the edges since it is still in development (what
isn't?). Avatar
motion seems awkward and very few interaction options compared with SL.
Graphics are stunning (more later) but high end graphics cards required.
As one
blogger has noted, the apparent target market seems to be a consistent and
shared presence for game-worlds: i..e, build your avatar, and work with
others
entering different spaces created by independent game developers.
Interaction
-----------
The range of interaction seems quite limited in Blue Mars--I didn't
notice an inventory
or the sort of array of options one is used to in the LL viewer. The
ease with which one
can move the camera and avatar in LL seems absent, or made unusually
complex without
hot key options.
Viewer
-------
The best part of the experience. Whereas visual effects have
languished at Linden Labs (with regard to their client viewer) over the
years, at the
expense of an admittedly vastly improved stable set of back-end
services, the
Blue Mars viewer presents a few stunning spaces such as New Venice and
the Waterfall World. Blue Mars touts the point that their content is created
through the use of professional tools. This is a two-sided issue. More
professional
tools do offer greater choice in rendered geometry; however, those same
tools
do have significant learning curves. LL has done a brilliant job at
making it simple
and easy for anyone to create content in situ.
Viewer and server based on the Crytek game engine. Assets are environment,
terrain, foliage, geometry imported through the usual packages (Maya,
3DSMAX, Blender...).
Very nice water and particle system effects.
Implications for OpenSim Users and Development
---------------------------------------------------
1. Improved Visual Effects
There is nothing really stopping the community at large from improving
not only the
viewers, but also the supported geometry to be more in line with the
type of experience
Blue Mars offers. If visual fidelity is important, and the game industry
has shown that
at least for entertainment purposes users want improved realism, then
this can be
a new direction. Two notes along these lines:
A. Improving the view without augmenting the underlying assets:
Cinquetti's viewers are about the best thing going. The shadow
capabilities of the
open source LL client (including SnowGlobe) do not even come
close. Time for
them to vastly ramp up their rendering. Go to:
http://kirstenleecinquetti.blogspot.com/
these viewers can be used with OpenSim as well.
B. Improving the view by augmenting the underlying assets:
The RealXtend crew seem to be on the cutting edge here - with
support of the
OGRE engine+mesh and the use of associated shaders. Mesh support is
sorely needed
in OpenSim if it is to be compatible with the rest of the CAD and
game world,
not to mention other virtual worlds.
2. Pre-Loaded Assets
With enhanced geometry for improved fidelity, there may need to be
an option for
pre-loaded assets (worlds that users downloaded prior to entering
so that they
do not require dynamic asset downloading when one first enters
them). It isn't
clear whether this can be handled through a kind of 'extended
cache' ? When we
clear the cache, it would need to be cleared by choosing which maps
or levels
to remove.
-p
--
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer & Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: fishwick at cise.ufl.edu
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick
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