We are going to need a bit more structure than just a "3D client/UI" object. I think mimicking the Tundra core APIs (the ones we need at least) is a good choice. Something like what I've scribbled below. The rest of the GEs will then interact in some kind of manner with these core APIs, in most cases with renderer, scene and ui. var client = { network : Object, // Network sync, connect, disconnect etc. functionality. // Implemented by scene sync GE (Ludocraft). renderer : Object, // API for 3D rendering engine access, creating scene nodes, updating their transforms, raycasting etc. // Implemented by 3D UI (Playsign). scene : Object, // API for accessing the Entity-Component-Attribute model. // Implemented by ??? asset : Object, // Not strictly necessary for xml3d as it does asset requests for us, but for three.js this is pretty much needed. // Implemented by ??? ui : Object, // API to add/remove widgets correctly on top of the 3D rendering canvas element, window resize events etc. // Implemented by 2D/Input GE (Adminotech). input : Object // API to hook to input events occurring on top of the 3D scene. // Implemented by 2D/Input GE (Adminotech). }; Best regards, Jonne Nauha Meshmoon developer at Adminotech Ltd. www.meshmoon.com On Wed, Oct 30, 2013 at 9:51 AM, Toni Alatalo <toni at playsign.net> wrote: > Hi again, > > new angle here: calling devs *outside* the 3D UI GE: POIs, real-virtual > interaction, interface designer, virtual characters, 3d capture, > synchronization etc. > > I think we need to proceed rapidly with integration now and propose > that one next step towards that is to analyze the interfaces between 3D UI > and other GEs. This is because it seems to be a central part with which > many others interface: that is evident in the old 'arch.png' where we > analyzed GE/Epic interdependencies: is embedded in section 2 in the > Winterthur arch discussion notes which hopefully works for everyone to see, > https://docs.google.com/document/d/1Sr4rg44yGxK8jj6yBsayCwfitZTq5Cdyyb_xC25vhhE/edit > > I propose a process where we go through the usage patterns case by case. > For example so that me & Erno visit the other devs to discuss it. I think a > good goal for those sessions is to define and plan the implementation of > first tests / minimal use cases where the other GEs are used together with > 3D UI to show something. I'd like this first pass to happen quickly so that > within 2 weeks from the planning the first case is implemented. So if we > get to have the sessions within 2 weeks from now, in a month we'd have > demos with all parts. > > Let's organize this so that those who think this applies to their work > contact me with private email (to not spam the list), we meet and collect > the notes to the wiki and inform this list about that. > > One question of particular interest to me here is: can the users of 3D UI > do what they need well on the entity system level (for example just add and > configure mesh components), or do they need deeper access to the 3d scene > and rendering (spatial queries, somehow affect the rendering pipeline etc). > With Tundra we have the Scene API and the (Ogre)World API(s) to support the > latter, and also access to the renderer directly. OTOH the entity system > level is renderer independent. > > Synchronization is a special case which requires good two-way integration > with 3D UI. Luckily it's something that we and especially Lasse himself > knows already from how it works in Tundra (and in WebTundras). Definitely > to be discussed and planned now too of course. > > So please if you agree that this is a good process do raise hands and > let's start working on it! We can discuss this in the weekly too if needed. > > Cheers, > ~Toni > > _______________________________________________ > Fiware-miwi mailing list > Fiware-miwi at lists.fi-ware.eu > https://lists.fi-ware.eu/listinfo/fiware-miwi > > -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.fiware.org/private/fiware-miwi/attachments/20131030/829bdb58/attachment.html>
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