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Posted by Mimic on 08/25/05 16:18
^reaper^ wrote:
> While sipping absinthe, Mimic heard a loud sucking noise coming from
> alt.2600, and hastily inscribed the following unintelligible Sanskrit in
> <news:rOednVirT5DfipDeRVnyrA@pipex.net>:
>
>
>>^reaper^ wrote:
>>
>>
>>>While sipping absinthe, Mimic heard a loud sucking noise coming from
>>>alt.2600, and hastily inscribed the following unintelligible Sanskrit in
>>><news:HZGdnV92RcmCIZHeRVnyjw@pipex.net>:
>>>
>>>
>>>>hrmm so aside from all the plotting. Can you use GIS to produce 3D
>>>>enviroments based on real world geodata?
>>>
>>>Oh, definitely. For a taste, go here: http://vrmlworks.crispen.org and
>>>click on teh worlds link, then scroll down a bit to the "real places"
>>>heading. Some of the vr is decent. And most of it beats teh chit,
>>>bandwidth-wise, compute-wise, and anim-wise out of flash 3d emuls.
>>>
>>
>>hrmm Ill have to ook into it some more then I GIS [see what I did there
>>;)] ... most of those links are dead heh.
>
>
> Really? Okay, I haven't been to that site in awhile. o_O
>
>
>>I see how you'd build up natural terrain into 3 dimensional models, but
>>how do you do the interior designs and city scapes, surely you would
>>have to go out with some laser oojimafip to get all the dimensions and
>>what not..?
>
>
> You're talking bout raytracing, right? If so, yes, you could go that route.
> It's definitely nice for high refraction or highly reflective surfaces,
> such as glass, liquids, and metals, respectively. As far as solids go, say,
> you're wanting to build a walk-around of your area. The most efficient way,
> is to either snag or create various textures (e.g. brick, wood, stucco,
> etc). The common approach for web-based vr is a combo with protos and
> textures. Or you could always raytrace the whole thing (which generally
> results in very nicely detailed vr), however it dramatically increases
> client computes. Whichever you choose, you'll prolly need 'working' doors,
> and various other event related anims. This would involve adding event
> listeners, timers, routes, and xlation nodes. The event handler is
> ECMAScript.
>
> Btw, if you wanna play, here's a site that provides example protos:
>
> http://web3d.vapourtech.com/
>
> As far as browser plugins go, there are a variety of flavors. And they all
> have their pros/cons. Their support ranges from teh newer x3d (which is
> basically xml wrapped vrml) to vrml 1.0 & 2.0 clients. For example, flux
> for x3d, is attempting to break into teh market, but it seems to be quite
> bulky (which basically xlates to slow). Then again, it could be teh impls,
> as those that I checked out had fairly large and complex footprints.
> Blaxxun is geared more towards mugs and muws (multiuser games & multiuser
> worlds), so they provide a nice api, whereas cortona provides some
> interesting fx protos. Blaxxun runs on linux & windoze, whereas cortona
> only works with handhelds, mac, and windows. There's also swerve for
> handhelds and macweb3d for mac. And, if you want to avoid selecting vrml
> type plugins altogether, you can always go teh java3d route. Though, even
> then, you have to consider potential issues, such as your users' video
> cards. Whereas teh former has builtin suppport for directx and opengl. As I
> said, pros/cons. ^_~
>
Thanks alot. Ive got a lot on atm, but it certain looks like something
worth playing with :)
--
Mimic
"The man who awaits the rising of the sun, cannot wait forever."
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