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Thursday, January 05, 2012

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Adeon Writer

Converting prims to Collada is a service LL could be providing, for regions that don't have much dynamic content.

Nice to see it's possible.

Chris Collins

For those interested here is an example of what the content could be if you put it into WebGL. http://ourbricks.com/viewer/600e80980e25967e5784ee108a3bdfb6 Also all the interactions in the flash demos are very lightweight you could make the interactions do whatever you wanted e.g. putting into Jibe, or something like this video http://vimeo.com/32155707 used for training.

Komuso Tokugawa

Unity2?

http://unity3d.com/#unity35

AngeZanetti

Is the source code will be opensource? I think maaaannny ppl are very interested for this kind of features, and many of them can surely help you to develop it really fast !

qarl

SL to collada? this is the holy grail for determining whether or not LL's render pipeline is fast enough - export a sim to collada and compare the framerate between the SL viewer and other graphics engines.

so... what's the verdict?

Andrew

I have experience this solution myself, and it is great. Chris has done this for a couple of sims we have created, and the ability to move stuff from SL or OpenSim to Unity works well. Chris is extremely professional and enjoyable to work with and explains the technology in a way you can understand it, altogether an excellent combination.

Arcadia Codesmith

Impressive. Load time was minimal on my sub-optimal system and framerates good.

I look forward to seeing a fully-detailed environment with multiple avatars present.

shockwave yareach

I tried it and was impressed. Although I did not see a single other person or anything moving -- how will this handle dynamic systems like SL? A static venue all by myself is an interesting first step. But it really needs to be interactive, dynamic, and showing everyone else in the sim.

Also, the Rutgers "land" is a megaprim which did not translate into the Website, so all teh buildings and roads and paths are floating above the sim ground. A minor thing, but still a thing.

Jon Brouchoud

@qarl - I've done an unofficial side-by-side comparison between an OpenSim region and the same build converted to collada, imported into Unity and hosted on a simple web page.

In OpenSim I was getting 29 frames per second, and on the web page I was getting 58 frames per second.

That may not always be the case, and its not apples to apples, but I have yet to see a build converted that doesn't perform just as well in Unity, hosted on a web page, as it did in SL or OpenSim.

It just depends on the nature of each project. Sometimes all you need is a window into your world on a web page, sometimes you need the rest of the feature set available in SL or OpenSim. Its just nice to have options! =)

Jon Brouchoud

@shockwave In the original Unity build for Rutgers, there is a terrain, mapped exactly as it was in OpenSim, but unfortunately the first beta release of Unity + Flash doesn't include support for Unity's dynamic terrain system (which rocks, btw =) We actually have an identical textured terrain mesh that just didn't go along for the ride, but could if we switched it back on and rebuilt. However, I'm sure it won't be long before Unity's terrain system is supported for flash builds.

Also, this build could be made quite interactive, since the Unity + Flash beta supports javascript, C# and Boo. For anything else (multi-player, etc.), the standard Unity Web Player can handle it, and also works quite well, requiring only a .5 mb browser plugin.

Henri Beauchamp

All I get is "Fatal Error: null", with Firefox v9.0.1 under Linux...

It doesn't seem quite ready...

shockwave yareach

@Jon: There is much needing to be added, of course. But this is a remarkable demonstration. And if someone uses this as the interface to a virtual world other than SL and only this interface exists, then you will have almost eliminated the copybot problem in VW. While texture theft will still be present, nobody will be able to take viewer code and steal prim data with it -- there is no viewer code to hack. While it will be technically possible to sniff the datastream for the primdata, that's not as easy to pull off. You may have stumbled upon how to make the viewer more secure from theft in a future VW.

Chris Collins

@qarl on the FPS it is much higher than SL client, especially if you go with the unity3d plugin demos here: http://converter.tipodean.com/unity3d/index.html What makes these demos have such high FPS is because the content is getting preloaded (which depending on the use case is the pros or cons for doing SL/OpenSim)
@Shockwave as jon mentioned the flash output is 2 weeks old so very early days. To see the same content with the Unity plugin supporting multiplayer look at Jibe or http://converter.tipodean.com/unity3d/index.html

@henri not sure on linux. make sure you have flash 11, I know that unity3d plugin is NOT supported under linux but flash11 may be

Also you could just download Unity3d and play around from scratch. www.unity3d.com. How to think about Unity3d is as a 3d creator that you control the entire experience, you just need to build it.

qarl

@Chris - preloading can't explain a higher FPS - otherwise the SL viewer would catch-up after everything rezzed. or is that the case? regardless, this is very interesting. hm hm hm...

Chris Collins

@qarl. true! Maybe Unity3d can just handle it much differently.

JeskaD

Looking great Chris! This is very cool stuff you're working on.

Web Services -

All I get is "Fatal Error: null", with Firefox v9.0.1 under Linux haven't tried in chrome yet.I think its not ready for publishing

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