[Fiware-miwi] Oulu bi-weekly today at 13?

Toni Alatalo toni at playsign.net
Tue Feb 4 07:33:28 CET 2014


Hi and sorry about the late invite(*),

would today 13 work for Oulu folks for the ~regular bi-weekly meet? You’re welcome at our fi-ware space if so.

I think the bi-weekly schedule would have hit last week actually but I think everyone was busy with the releases then.

Now would actually be a great time as there’s been a lot of planning for the next steps I think. And the end of this week is the deadline for plans in the tracker.

Some plans from the scene & sync & 3d ui related that we’ve already discussed (with Lasse):

- Ludocraft has scheduled adding proper hierarchy to Tundra — i think the work is / has actually started and affects native Tundra, TXML, the protocol and WebTundra — and XML3D support there.

- Playsign has implemented client-side interpolation for movement changes, is nice and smooth now and works well for Pong. The optimized RigidBody update messages have been in the talks. 

But actually we’ve now investigated Physics more: should we integrate Bullet (as Ammo.js. or some other JS engine?) to WebTundra? I think it would be a physics module & RigidBody handling, similar to native (which is also similar to what DFKI’s xml3d physics article proposes). There are many aspects to this but one I think a key one for us is scaling: for the case of e.g. 100 avatars, does bullet on the server become a bottleneck and it would be actually lighter for every client to do the collision checks for their own object-of-control? Previous experience hints it might be so. We’ve now planned porting the Oulu city model + car driving demo to Tundra & WebTundra, for multiplayer, and have physics working there also for the collisions between different players’ cars. (avatar apps exist already so is more interesting to have the car thing as a different kind of av, also cars and traffic is a big current topic in our city). 

Regarding the optimized movement messages to cut down bandwidth & enable extrapolation, client side physics are AFAIK a pre-requisite (to not go thru objects in the extrapolation) so adding a physics module first would also pave the way for that. Other motivations are standalone WebTundra use for single user apps (like ammo.js is used in the original non-Tundra Pong) — Philipp also requested it back in the F2F meet when saw it in action.

- Ludocraft has began implementing VirtualCharacters, also in the WebTundra repo (in a branch currently, adds EC_AnimationController + the view for it).

Topics that haven’t been planned much yet recently:

- integrated demo / use case, with GIS and POIs and AR and 3DUI and input and all?

- smaller/simpler GIS & Xflow & 3d capture & real-virtual interaction (= Cyberlightning GEs) integrated demos with realXtend things?

- 2dui ui widget & input handling & interface builder integrations (= Adminotech GEs) with realXtend things?

Also everyone has ofc their topics that I don’t know about, the meeting is exactly to bring those to info & discussion if needed :)

So see you then if you can make it, we’ll be there anyhow.

Cheers,
~Toni

(*) my excuse for late invite: our iOS game finally hit the Apple store for World Wide launch last Thu, and is now featured by Apple in many countries in ‘best new games’ :) .. and yesterday we submitted an update to it and there was a bug on the backend server we hunted & fixed in the evening still. Otherwise this mostly doesn’t harm the fi-ware / rex work otherwise as there are separate main teams for the two projects. But anyhow, iOS gamers please get Wizard Quest from the store ($1 launch campaign price, is a $3 type game now) and enjoy! http://www.managiant.com/ 


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