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- Newsgroups: sci.virtual-worlds
- Path: sparky!uunet!wupost!gumby!destroyer!ubc-cs!uw-beaver!news.u.washington.edu!milton.u.washington.edu!hlab
- From: bobp@hal.com (Bob Pendelton)
- Subject: Re: TECH: My standard is better than your standard.
- Message-ID: <1992Jul23.024117.11690@u.washington.edu>
- Originator: hlab@milton.u.washington.edu
- Sender: news@u.washington.edu (USENET News System)
- Organization: HaL Computer Systems, Inc.
- References: <1992Jul19.055422.12836@u.washington.edu>
- Date: Tue, 21 Jul 1992 19:57:13 GMT
- Approved: cyberoid@milton.u.washington.edu
- Lines: 127
-
-
-
- From article <1992Jul19.055422.12836@u.washington.edu>, by
- s047@sand.sics.bu.oz.au (Jeremy Lee):
-
- > In article <BrHr16.Mvq@watserv1.waterloo.edu> Bernie writes:
- >
- >>In article <1992Jul15.233601.6824@u.washington.edu> bobp@hal.com (Bob
- >>Pendelton) writes:
-
- > No. "worlds" per se don't exist in my model. Only objects do. If a
- > group of objects decide to assosciate, then you can call that
- > assosciation a "world", but it still doesn't really exists. Message
- > routers should be completely transparent, and should have no bearing
- > on the objects.
-
- This sounds good. But it creates it's own set of problems.
-
- > You can't rewind it. It's a non-deterministic system.
-
- Some applications can live with non-determinism, some cannot. Define
- your application.
-
- >>I'm not sure that's practical, but I think further discussion is
- >>needed.
- >
- > You can't really scale time. It's just not practical. the system will
- > run at the speed it wants. You can't make it go faster, although I
- > suppose you can make it go slower.
-
- There are at least 3 different flavors of time involved. There is real
- time, the time that you and I experience. There is process time. The
- time that it takes to get next frame up. And there is model time. The
- time unit used in the world we are simulating. I very well might want
- to require the system to present a new frame 30 times/second and map 1
- nanosecond of model time to 1 second or real time.
-
- Real time cannot be changed. Process time can be changed by
- simplifying the model, reducing detail, or by buying a faster system.
- Model time can be set to anything you want.
-
- I very well might want to require the system to present a new frame 60
- times/second and map 1 nanosecond of model time to 1 second or real
- time. It might not be able to put in all the detail of all the objects
- at that frame rate. If I don't like it I can lower the rate. That's up
- to me as a customer. The model time is picked by the model builder and
- my be vital to the proper operation (techinical or aesthetic) of the
- model.
-
- Again, there are many different applications for VR.
-
- > I personally like the idea of 128 bit numbers to describe spatial
- > co-ordinates. If you scale 32 bit numbers, then you are going to get
- > just as large a speed decreace through calculations, and you have the
- > extra hassles of making sure that everyone is using the same scale
- > factors. And what if an object just won't fit in the current world
- > scale?
-
- Allow the object to decide how to scale itself to the world. How else
- am I going to put a representation of myself into the insides of a
- virtual single celled animal?
-
- >>>> How do we ensure that a given color looks the same to
- >>>> everyone? Does this even matter?
- >>>Yes, it matters very much. Take a look at Xcms in the X11R5 release.
- >>
- >>I guess what I meant was more like "you see the color blue one way, I
- >>see it in another, but we both agree it's blue and that it's darker
- >>(or lighter) than another shade of blue; does the actual color really
- >>matter?)"
- >
- > Irrelevant.
-
- To you, perhaps. To most of the television viewing public, perhaps.
- But if you are doing virtual art or advertising you might get pretty
- picky about the colors.
-
- The fact is that there are many people who care very much about the
- color looking the same from station to station. They also want to be
- alble to print pictures with the same colors and to create physical
- models with the same colors.
-
- >>>I'd say that solid geometry is the most general.
- >>
- >>I agree.
- >
- > So you are ruling out all special cases?
-
- Absolutely not. I'm very well aware of the costs of doing different
- kinds of rendering and the performance gains you can get by using the
- representation that is correct for your hardware.
-
- I just said that you can (with much effort) generate those different
- representations from the solid geometry of the objects.
-
- >>>I like the idea of structuring it more like an air traffic control
- >>>system. You have a bunch of routing centers (called routers) that
- >>>control the propagation of messages. Each world has at least one
- >>>router. But, a world can be made up of multiple routers that each
- >>>handle specific regions of the world. It only gets messy at the
- >>>boundries between regions. The collection of all communicating routers
- >>>is called a universe.
- >>
- >>This sounds very, very good to me.
- >
- > Routing and all network stuff should be trasnparent and should have no
- > bearing on what constitutes a world. In that sentence, you are basically
- > saying that objects are restricted to worlds in close physical
- > proximity, and I therefore wouldn't be able to connect to a world that's
- > in Tokyo, for example.
-
- No, I'm not restricting anything. I'm making it possible.
-
- For two objects to communicate there must exist a reliable
- communication path between them. A router simply sets up that path.
- Depending on the physical network involved the router may be involved
- in the actual transmission of the messages.
-
- A router also serves as a convenient first contact point for an object
- that wants to enter into communications with a group of objects.
-
- Bob P.
- --
- Bob Pendleton | As an engineer I hate to hear:
- bobp@hal.com | 1) You've earned an "I told you so."
- Speaking only for myself. | 2) Our customers don't do that.
- <<< Odin, after the well of Mimir. >>>
-