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#1 27-Sep-2011 08:50:42

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

OpenSpace3D 0.2.6a

A new version of OpenSpace 3D have been released !

here the main modification list :

– Add Cinematics editor for animations sequences

– Add Motion detection plugIT

– Add Capture plugIT

– Add Picture plugIT

– Update Speech / Reco plugITs

– Update Youtube plugIT

– Add a menu to change a mesh material from the tree

– Better support of particle scripts

– Manage group clone

– Update DirectX version

– Demos and examples are now installed in “My Documents” Scol partition

– Optimizations on links draw

– Object Click plugIT now use bitmaps instead of heavy flash control for tooltips

– Update online documentation

– Corrections for Low graphics cards like Intel GMA

– lots of optimizations and debugs

Enjoy !

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#2 4-Oct-2011 02:59:30

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: OpenSpace3D 0.2.6a

Well done! Now for the next version have a plugit to react to my heartrate (just kidding, but maybe not....if you could hook up excercise machines to openspace scenes, perhaps people would like that.)

and it's great you have paid attention to those low end gpu's. with online 3d, you have to ensure you can deliver to the crudest hardware.

-h

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#3 4-Oct-2011 07:55:44

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: OpenSpace3D 0.2.6a

Thank's !

an heart rate plugIT already exist (not kidding smile) in the svn-trunk using the Nonin pulse oxymeter : http://www.nonin.com/PulseOximetry/Wris … Model-3150

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#4 5-Oct-2011 21:28:50

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: OpenSpace3D 0.2.6a

arkeon wrote:

Thank's !

an heart rate plugIT already exist (not kidding smile) in the svn-trunk using the Nonin pulse oxymeter : http://www.nonin.com/PulseOximetry/Wris … Model-3150

so i guess i could hook an elliptical up to an openspace scene and fly from usa to france and back if i go fast enough.

.....is there any timeline for shared objects and remote avatars, if i may humbly ask?:cool:

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#5 5-Oct-2011 21:32:22

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: OpenSpace3D 0.2.6a

what do you mean by "shared objects" ?

for avatars i started a plugIT but still not a priority ...

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#6 5-Oct-2011 21:39:53

hebdemnobad
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From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: OpenSpace3D 0.2.6a

arkeon wrote:

what do you mean by "shared objects" ?

for avatars i started a plugIT but still not a priority ...

by shared objects i mean objects subject to physical interactions, like a ball or something else that one avatar would kick around and the other avatars would see moving.

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#7 5-Oct-2011 21:47:27

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 5,161
Website

Re: OpenSpace3D 0.2.6a

it's already possible to move an object between network clients but to made real physic on all the clients at the same time you need to manage physics on server
or just force an object position before to send the same physic force on all clients

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#8 6-Oct-2011 01:18:08

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,541
Website

Re: OpenSpace3D 0.2.6a

arkeon wrote:

it's already possible to move an object between network clients but to made real physic on all the clients at the same time you need to manage physics on server
or just force an object position before to send the same physic force on all clients


oops roll i see this demonstrated in the network.xos file, but i'll discuss that in another thread.

Last edited by hebdemnobad (6-Oct-2011 01:39:38)

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