[vos-d] parameterized views
Peter Amstutz
tetron at interreality.org
Tue Dec 12 14:56:50 EST 2006
Your view is a filtered subset of the topic :-)
I mean views in an abstract sense of a filtered or transformed version
of some underlying data set. So in our examples, an area of interest
"view" is a subset of all the avatars in the entire world, an revision
control "view" is the state of the repository at a particular point in
time out of all revisions, and an animation "view" is the position of
all the scene elements at a particular point in time out of all
keyframes.
Think of a database view (where the contents of one table is defined in
terms of a SELECT statement into one or more other tables) or the
Model-View-Controller (MVC) pattern, where where the "view" is a
transformed presentation of the underlying model.
You're right that it's also a common to use describe a position and
direction in a scene as a "view", but if it helps the discussion that
use should be called a "viewpoint" or "camera".
On Tue, Dec 12, 2006 at 11:27:15AM -0700, S Mattison wrote:
> I'm not sure if my view of this topic is correct. By 'views', do you mean
> the server controls how the client's camera should act within that world?
> This makes sense. Even if you are doing a "straightforward world
> connection".
>
> In a world like Counterstrike, you are placed into a 'free 3d-watch' camera
> view, a first-person, no-avatar view, where you may view the map at your
> leisure. Of course, on connect the server also initiates a 2d menu, giving
> you your options as to which team you wish to join. (While I do think it
> would be nice for VOS to support widgets such as buttons and pulldown menus,
> it's certainly not a priority)
> -Steve
--
[ Peter Amstutz ][ tetron at interreality.org ][ peter.amstutz at gdit.com ]
[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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