[vos-d] Integration of VOS and IRC
Peter Amstutz
tetron at interreality.org
Wed Apr 18 11:22:14 EDT 2007
On Wed, Apr 18, 2007 at 10:26:34AM +0200, Karsten Otto wrote:
> Most 3D games already have a network of waypoints in their world
> maps, so computer controlled characters can easily navigate them. You
> could use this for text-user navigation too, but this is usually too
> fine grained (allowing for smooth walking around corners etc).
>
> On the other hand, most VR systems already support viewpoints, which
> are on a higher semantic level, and thus seem a good place to attach
> a textual description of what you can see (at least the static
> "scenery" part). Unfortunately, viewpoints usually have no navigation
> links between them. So for what you want to do, you need a
> combination of both.
Yes, although I'll qualify this by saying that waypoint-based node
networks have a number of drawbacks. On thinking about it a bit more,
pathfinding meshes (where you run your pathfinding on the surface of a
polygon mesh rather than a graph) are more powerful, and solves some of
the problems you bring up belowe because they define areas rather than
just points.
> This requires some work, but VOS is flexible enough to support all this.
Of course :-) I actually started working on a "VOS MUD" back in the s3
days...
> > $ Go north
> >
> You need exit lables on the navigation edges for this. Also, each
> node should have its own label, so the user can do things like
> "travel to pyramid" without having to navigate any intermediary nodes
> by itself (after all waypoints were made to allow A* path search and
> navigation :-)
Sure. I was just thinking the simplest case where you just iterate
through the cardinal directions and describe what you see each
direction. The idea here was that you'd generate the descriptions as
dynamically as possible, as opposed to some MUDs where you have to enter
the entire node description ahead of time, and as a result the
description is pretty static.
> Ok, you need some more information for a navigation node than just
> the viewpoint itsef. You also need a bounding box/sphere/polyhedron
> that defines its scope, i.e. which of the nearby dynamic entities
> (other users, dropped items, etc.) to add to the description. Also,
> you could then place entering text-users at random points within this
> area, so they do not stand all on top of each other.
So for this problem, having a navigation mesh representing the space
solves this problem neatly. You define a set of polygons in the mesh as
representing each "room" or "node", you can compute adjacency and line
of sight pretty easily, and can drop the user anywhere in that set of
polygons and still be considered in that particular area.
> > Gonzo(3d) goes south to the entrace to the Pyramid.
> >
> In contrast, this is terribly complicated. Deriving the intention/
> activity of a user (thats what you have here) from its raw movements
> can be very tricky and require a lot of computation. Tetron, Reed, I
> don't know if you ever worked with the computer vision aspect in
> robotics, if you did you know what I mean. It may be possible however
> to simplify things a bit for this particular case, i.e. finding the
> navigation link closest to the point where a 3d-user left the current
> scope.
Well, all I had in mind here was detecting the movement of a 3D user
from one node area to another, which seems straightforward enough.
Depending on how the space is partitioned, there should be a clear
threshold the 3D user crosses from one area/room to another. Whether
that area is defined by proximity to a specific point or being in a
certain area of the navigation mesh is up to the representation.
> > You see Gonzo(3d) by the entrace to the Pyramid.
> >
> > Gonzo(3d) waves to you.
> >
> If this works, you do not only see what happens inside your current
> scope, but also what happens in nearby scopes. You either need some
> AOI management for this to work, or extra grouping information on
> each node, i.e. in the entrance node, you can see the hallway and
> vice versa, but not what is going on in the security room on the
> other side of the one-way mirror :-) Of course, you could again
> separate navigation informatioon (waypoints) from area information
> (viewpoints) again for this to work.
The reason I put that in there is that I've typically found the
"horizon" on MUDs to be very limiting. You are given very little
awareness of what is going on around you except in the immediate node.
(Sometimes you get "there is a rustling to the south!" even though the
description said "south" is only five meters down a paved street.)
Again I think with the proper spatial representation this kind of
visibility information could be derived automatically based on sector
adjacency and line-of-sight tests.
As far as showing actions, that's a simple matter of mapping animation
emotes (like /wave, when we get around to implementing that) to textual
emotes.
> A few other text-user commands that may be handy:
>
> follow <user> - move the text-user's avatar to wherever another
> avatar (text or 3d!) is moving to.
>
> face <user> - turn the text-user's avatar to face another one. You
> can also do this automatically if you detect a corresponding speech
> pattern like "kao: are you there?"
>
> approach <user> - like "face", but also move the avatar close to the
> target.
>
> ... and probably more. No need to implement these all at once, better
> have a sort of plug-in system for the text/3d bridge.
All good suggestions. For me this discussion is mostly idle
speculation, because we're focused on other things, but it's a useful
thought experiment in how semantic attribution of immersive 3D VOS
spaces could work in practice. I'd be very happy if someone else wanted
to pick up and run with this idea, though.
--
[ 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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