FYI all, Cyberlightning is moving to new (bigger) premises tomorrow, so we are not able to join. Our new address starting tomorrow will be Teknologiantie 2. See you later then! - jarkko On Mon, Feb 17, 2014 at 11:39 AM, Toni Alatalo <toni at playsign.net> wrote: > Hi, > > welcome again tomorrow for the Oulu bi-weekly, at 13 here at > Mäkelininkatu. Just a basic status check in the usually agile style: demos > of things done, next plans and informing / discussion of possible problems. > > We can at least demo WebTundra client side physics(1) and Lasse just told > on IRC that they've begun work on the custom components support(2). About > others I don't know of but hopefully we'll hear latest in the meet then -- > please do post agenda items or links to code / demos at will beforehand > too. A little info about those two items from our standpoint: > > (1) Physics: The old standalone three.js Car demo is ported to Tundra & > WebTundra now, to be used with the city or any other scene. Is a separate > project with a minimal test scene. The idea is that because physics + > custom physics code for a lot of objects is known to be a bottleneck in > Tundra (from avatar apps & lots of users) it can be useful for mass apps on > the web to avoid that by using client side physics. Client side logic & > control of the 'own entity' (avatar, car, camera, ..) is nice also to avoid > network latency with controls. The key is that the client deals with only > the own single object, collisions of that with nearby objects, and not > every collision in the whole scene (like the server typically does) -- that > makes it relatively light for each client as well. The physics is ran in a > Web worker so doesn't block rendering. The code is on GitHub but there's no > demo on the web as we still don't have Tundra servers up for public access > (nor Meshmoon integration which would also solve this), > https://github.com/playsign/WebTundraCar . > > This is all still custom code in that test app, to be refactored to a > physics module for WebTundra in next steps. Then we could add support for > reading rigidbody params from XML3D descriptions too to be able to run > physics demos standalone (the only way currently to load a scene to > WebTundra from a file, instead of a web socket connection to Tundra, is > from a XML3D file -- like we use TXML with the c++ version). Also, with the > physics module we could port the old standalone / offline version of Pong > to use WebTundra's physics abstraction instead of Ammo.js (Bullet) directly. > > (2) Custom components: Lasse from LudoCraft said they've began work with > the previously discussed plan for better custom component support. AFAIK it > boils down to JS code becoming able to define new component types: the data > definition and a nice way to hook custom handling of the data. The Car from > the Physics work seems like a good candidate as a test / demo case for > that: WebTundraCar is currently implemented with the DynamicComponent > system so that each car entity has a Car component which is handled by the > app code to construct the cars from the body + wheels and create the > physics etc. They don't actually even use the Mesh component as the > visualisation is a part of the Car component on the client side. So soon > we'll get to see how that works with the new system. > > Cheers, > ~Toni > _______________________________________________ > Fiware-miwi mailing list > Fiware-miwi at lists.fi-ware.eu > https://lists.fi-ware.eu/listinfo/fiware-miwi > -- Jarkko Vatjus-Anttila VP, Technology Cyberlightning Ltd. mobile. +358 405245142 email. jarkko at cyberlightning.com Go to www.cybersli.de and enrich your presentations! www.cyberlightning.com -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://lists.fiware.org/private/fiware-miwi/attachments/20140217/1bc67cd7/attachment.html>
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