[Opensim-users] summary/thoughts on Blue Mars
Frisby, Adam
adam at deepthink.com.au
Thu Sep 17 16:49:01 UTC 2009
All valid points, however I don't think any major changes are going to come on the SL viewer.
If you want these things, keep your eyes on Naali, Looking-Glass & Idealist, which are all ground-up rewrites.
Adam
> -----Original Message-----
> From: opensim-users-bounces at lists.berlios.de [mailto:opensim-users-
> bounces at lists.berlios.de] On Behalf Of Paul Fishwick
> Sent: Thursday, 17 September 2009 8:35 AM
> To: OpenSim Users Mailing List
> Subject: [Opensim-users] summary/thoughts on Blue Mars
>
> 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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