[vos-d] development
Peter Amstutz
tetron at interreality.org
Tue Aug 21 13:25:11 EDT 2007
Quick status update.
Although I've been very quiet (unfortunately) development is moving
forward. As of Sunday night, my code runs on Windows, OS X and Linux,
including embedding the Lightfeather 3D engine, loading and displaying a
COD file, and browsing the vobject structure. I want to spend a couple
more days adding features, then I'm going to lay down the infrastructure
to make a binary package (.msi on Windows, .app bundle on OS X, .deb for
Debian) and announce it to a few places and get some feedback.
The goals for the UI prototype is to explore how to present a highly
configurable user interface based around vobjects, to consider the kinds
of tasks and workflow a user might perform in the GUI, and to confront
cross-platform issues (in compiling, in the operation of the GUI and in
distributing binary packages) up front, so that development "stays
honest" and as OS-neutral as possible.
My intention is to initially target the agent-based simulation and
visualization community. This includes agent-based AI research in
virtual environments, realtime immersive simulation, visualization of
results from constructive (noninteractive) simulation, and visualizing
live data in a virtual environment. This is a pretty broad set of
categories, but I think there are enough similarities to bring them
together under a common architechture.
There are several reasons for using this as a focus rather than games or
commercial applications. The greatest and most productive interest in
VOS in the past has come from people doing agent-based AI research.
Both academically and professionally, Reed and I have a great deal of
background in agent-based simulation. It gives us a focus that is a bit
more specific than simply "build a game engine", and looking at it from
a the standpoint of formal simulation design lets us apply a little more
rigor than goes into the average game or entertainment-oriented virtual
environment. Finally, just like the web grew from scientific
applications to become general purpose, a scientific simulation-oriented
framework is still applicable to more informal areas like games,
commerce or education. We intend to pursue our designs with all these
areas in mind.
By developing the UI first, I'm also taking a more top-down design
strategy. In the past, developing the backend first has led to the UI
and the sample 3D worlds being an afterthought, which of course didn't
impress most users. To avoid making that mistake again, I'm going to
focus on UI and content creation up front, to make good presentation and
usability (and usefulness) a priority, and only then develop the backend
to support those requirements.
(It also helps that I'm getting more comfortable with modeling in
Blender, and can produce programmer art that is at least marginally
better than colored boxes).
I'm hoping to have something for you all to see (UI prototype, with no
network capability) in two to three weeks.
--
[ 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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