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edward sumerfield // User Search
edward sumerfield // User Search
Jan 12, 1999, 11:15pm
"from a preset directory on its server" would be the machine that the robot is
on but you didn't say where it is going to.
An avatar is someone's PC with the AW browser on it. If that is the case then
a program on that PC must have the file transfer capability. If you have an
FTP server then the robot could conceivably connect to it and send a file to
you.
Alternatively, if you have an FTP client, which is more likely, then you can
run it and connect to the robots machine which could be running an ftp server,
but with this setup the whole avatar authentication stuff is a waste of time.
Other than that I don't have any ideas. Sorry.
Oh, I hope you weren't insulted by my stupid question?
Edward Sumerfield.
[View Quote]
> Lets say a person requests a file from the bot, the bot gets hte persons
> session number and ask for authorization to send the file and if the
> user accepts the bot will than send the file from a preset directory on
> it's server...
>
[View Quote]> Edward Sumerfield wrote:
>
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Jan 13, 1999, 2:26am
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Sorry bud, it is not bytes per second and since we are somewhat off topic this
will be my last word on the subject.
As per FALDOC at
http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search
baud
<communications, unit> /bawd/ (plural "baud") The unit in which the information
carrying capacity or "signalling rate" of a communication channel is measured.
One baud is one symbol (state-transition or level-transition) per second. This
coincides with bits per second only for two-level modulation with no framing or
stop bits.
Edward "the bit twiddler" Sumerfield.
[View Quote]
> well now I know ..... baud rate is not bits per second!!
[View Quote]> Edward Sumerfield <esumerfd at poboxes.com> wrote in message
> news:369BF21C.4A6C76C at poboxes.com...
> seen
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Sorry bud, it is not bytes per second and since we are somewhat off topic
this will be my last word on the subject.
<p>As per FALDOC at
<p> <A HREF="http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search">http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search</A>
<p><b>baud</b>
<br><communications, unit> /bawd/ (plural "baud") The unit in which
the information carrying capacity or "signalling rate" of a communication
channel is measured. One baud is one symbol (state-transition or level-transition)
per second. This coincides with bits per second only for two-level modulation
with no framing or stop bits.
<p>Edward "the bit twiddler" Sumerfield.
[View Quote]<p>BaudWalker wrote:
<blockquote TYPE=CITE>well now I know ..... baud rate is not bits per second!!
<br>Edward Sumerfield <esumerfd at poboxes.com> wrote in message
<br><a href="news:369BF21C.4A6C76C at poboxes.com">news:369BF21C.4A6C76C at poboxes.com</a>...
<br>>Well excuse me Mr BitsPerSecondHiker but I think the question is excellent
<br>>phrased, succinct and necessary. Sorry it didn't do anything for you.
<br>>
<br>>BaudWalker wrote:
<br>>
<br>>> From where to where?????? That is the most stupid question I have
ever
<br>seen
<br>>> in any post. From one place to another one would assume.
<br>>>
<br>>> Edward Sumerfield <esumerfd at poboxes.com>
wrote in message
<br>>> <a href="news:369B529B.8B8A8DA8 at poboxes.com...From">news:369B529B.8B8A8DA8 at poboxes.com...From</a>
where to where?
<br>>>
<br>>> Someone was asking about how to implement
this in the past. I
<br>>> believe we decided that you would
have to build your own logic
<br>>> which would depend on from where and
to where you were
<br>>> transferring.
<br>>>
<br>>> Byte Me wrote:
<br>>>
<br>>> > Does the SDK have file transfer support?
<br>>>
<br>></blockquote>
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Jan 13, 1999, 2:28am
Sorry I got involved. I don't know.
[View Quote]
> Well 2.1 has file transfer
>
> and yes the server is the computer the bot is hosted on...
>
> What I was saying it will request your fielt rasnfer session # than get that
> number and send the file to you through aw...
>
[View Quote]> Edward Sumerfield wrote:
>
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Jan 13, 1999, 3:27am
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Assuming bps stands for bytes per second then I usually go with a factor of
10. 8 bits per bit then one stop bit and parity bit. Its not an accurate way
of calculating but it gives you a guesstimate.
So on my 28800 baud modem I see about a 3K bytes per second transfer rate when
downloading.
On a 2400 baud modem you will about 240 bytes per second being transferred.
A good network timing tool is ftp. Create a 1 megabyte file and ftp it to
another machine. FTP clients will tell you how long it takes. From there you
can work out your bytes per second. Of coarse netscape downloads give you this
info as well.
[View Quote]
> OK how many bps is a 2400 baud modem?
>
[View Quote]> Edward Sumerfield <esumerfd at poboxes.com> wrote in message
> news:369C205F.BE6ED584 at poboxes.com...Sorry bud, it is not bytes
> per second and since we are somewhat off topic this will be my
> last word on the subject.
>
> As per FALDOC at
>
>
> http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search
>
> baud
> <communications, unit> /bawd/ (plural "baud") The unit in which
> the information carrying capacity or "signalling rate" of a
> communication channel is measured. One baud is one symbol
> (state-transition or level-transition) per second. This coincides
> with bits per second only for two-level modulation with no framing
> or stop bits.
>
> Edward "the bit twiddler" Sumerfield.
>
> BaudWalker wrote:
>
>
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Assuming bps stands for bytes per second then I usually go with a factor
of 10. 8 bits per bit then one stop bit and parity bit. Its not an accurate
way of calculating but it gives you a guesstimate.
<p>So on my 28800 baud modem I see about a 3K bytes per second transfer
rate when downloading.
<p>On a 2400 baud modem you will about 240 bytes per second being transferred.
<p>A good network timing tool is ftp. Create a 1 megabyte file and ftp
it to another machine. FTP clients will tell you how long it takes. From
there you can work out your bytes per second. Of coarse netscape downloads
give you this info as well.
[View Quote]<p>BaudWalker wrote:
<blockquote TYPE=CITE><style></style>
<font face="Comic Sans MS">OK how
many bps is a 2400 baud modem?</font>
<blockquote
style="BORDER-LEFT: #000000 2px solid; MARGIN-LEFT: 5px; MARGIN-RIGHT: 0px; PADDING-LEFT: 5px; PADDING-RIGHT: 0px">Edward
Sumerfield <<a href="mailto:esumerfd at poboxes.com">esumerfd at poboxes.com</a>>
wrote in message <a href="news:369C205F.BE6ED584 at poboxes.com">news:369C205F.BE6ED584 at poboxes.com</a>...Sorry
bud, it is not bytes per second and since we are somewhat off topic this
will be my last word on the subject.
<p>As per FALDOC at
<p> <a href="http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search">http://wombat.doc.ic.ac.uk/foldoc/foldoc.cgi?query=baud&action=Search</a>
<p><b>baud</b>
<br><communications, unit> /bawd/ (plural "baud") The unit in which
the information carrying capacity or "signalling rate" of a communication
channel is measured. One baud is one symbol (state-transition or level-transition)
per second. This coincides with bits per second only for two-level modulation
with no framing or stop bits.
<p>Edward "the bit twiddler" Sumerfield.
<p>BaudWalker wrote:
<blockquote TYPE = CITE>well now I know ..... baud rate is not bits per
second!!
<br>Edward Sumerfield <<a href="mailto:esumerfd at poboxes.com">esumerfd at poboxes.com</a>>
wrote in message
<br><a href="news:369BF21C.4A6C76C at poboxes.com">news:369BF21C.4A6C76C at poboxes.com</a>...
<br>>Well excuse me Mr BitsPerSecondHiker but I think the question is excellent
<br>>phrased, succinct and necessary. Sorry it didn't do anything for you.
<br>>
<br>>BaudWalker wrote:
<br>>
<br>>> From where to where?????? That is the most stupid question I have
ever
<br>seen
<br>>> in any post. From one place to another one would assume.
<br>>>
<br>>> Edward Sumerfield <<a href="mailto:esumerfd at poboxes.com">esumerfd at poboxes.com</a>>
wrote in message
<br>>> <a href="news:369B529B.8B8A8DA8 at poboxes.com...From">news:369B529B.8B8A8DA8 at poboxes.com...From</a>
where to where?
<br>>>
<br>>> Someone was asking about how to implement
this in the past. I
<br>>> believe we decided that you would
have to build your own logic
<br>>> which would depend on from where and
to where you were
<br>>> transferring.
<br>>>
<br>>> Byte Me wrote:
<br>>>
<br>>> > Does the SDK have file transfer support?
<br>>>
<br>></blockquote>
</blockquote>
</blockquote>
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Jan 13, 1999, 4:33pm
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The only issue with the bot program being both the receiver and sending
of a file is that the line utilization from the bots computer will be high.
If you are on a 28kbps like me the bot would thrash the line a little.
<p>I believe the problem comes with knowing what is the "AW Client File
Transfer" protocol, interface?
[View Quote]<p>DrChandra wrote:
<blockquote TYPE=CITE>Why does the file have to come from the same host
the bot is running on? Why
<br>not have a bot that knows where to get files via anonymous FTP? An
aw user
<br>asks the bot for a file, and the bot gets the file via FTP, and at
the same
<br>time sends it to the user via AW Client File Transfer. That way, the
bot
<br>becomes a signpost to Internet files, and doesn't consume space for
files on
<br>the bot server. Of course the bot server could be the source for the
FTP
<br>transfer, as well. This is that same idea as attaching a MIDI file
from a
<br>third party site to one of your objects in AW. You don't store the
file, you
<br>just refer to it in its present location, making use of it in the context
of
<br>the AW world.
<p>DrChandra/PK-37
<p>--
<br>Andrew C. Esh
<a href="mailto:andrew_esh at cnt.com">mailto:andrew_esh at cnt.com</a>
<br><a href="http://www.mtn.org/~andrewes">http://www.mtn.org/~andrewes</a>
- ACE Home Page
<p>Byte Me <jrrodgers at usa.net> wrote in message
<br><a href="news:369C133A.4C0ABF9A at usa.net">news:369C133A.4C0ABF9A at usa.net</a>...
<br>>Well 2.1 has file transfer
<br>>
<br>>and yes the server is the computer the bot is hosted on...
<br>>
<br>>What I was saying it will request your fielt rasnfer session # than
get
<br>that
<br>>number and send the file to you through aw...
<br>>
<br>>Edward Sumerfield wrote:
<br>>
<br>>> "from a preset directory on its server" would be the machine that
the
<br>robot is
<br>>> on but you didn't say where it is going to.
<br>>>
<br>>> An avatar is someone's PC with the AW browser on it. If that is
the case
<br>then
<br>>> a program on that PC must have the file transfer capability. If
you have
<br>an
<br>>> FTP server then the robot could conceivably connect to it and send
a file
<br>to
<br>>> you.
<br>>>
<br>>> Alternatively, if you have an FTP client, which is more likely,
then you
<br>can
<br>>> run it and connect to the robots machine which could be running
an ftp
<br>server,
<br>>> but with this setup the whole avatar authentication stuff is a waste
of
<br>time.
<br>>>
<br>>> Other than that I don't have any ideas. Sorry.
<br>>>
<br>>> Oh, I hope you weren't insulted by my stupid question?
<br>>>
<br>>> Edward Sumerfield.
<br>>>
<br>>> Byte Me wrote:
<br>>>
<br>>> > Lets say a person requests a file from the bot, the bot gets hte
<br>persons
<br>>> > session number and ask for authorization to send the file and
if the
<br>>> > user accepts the bot will than send the file from a preset directory
on
<br>>> > it's server...
<br>>> >
<br>>> > Edward Sumerfield wrote:
<br>>> >
<br>>> > > From where to where?
<br>>> > >
<br>>> > > Someone was asking about how to implement this in the past.
I believe
<br>>> > > we decided that you would have to build your own logic which
would
<br>>> > > depend on from where and to where you were transferring.
<br>>> > >
<br>>> > > Byte Me wrote:
<br>>> > >
<br>>> > >> Does the SDK have file transfer support?
<br>>> > >
<br>></blockquote>
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Jan 13, 1999, 5:55pm
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<font face="Arial">It turned out that Mr. Baud-IfIDontUnderstandAQuestionIGetPersonal-Walker
is a very interesting fellow and the only problem was that I should have
been more precise in my terminology and called him Mr. SignallingRateHiker.</font>
[View Quote]<p>Walter Knupe wrote:
<blockquote TYPE=CITE> <font face="Arial"><font size=+0>Thats the
point, Edward.</font></font> <font face="Arial"><font size=+0>The
Beta AW2.1 Browser does implement a file transfer. The SDK, which is supposed
to be at "2.1" level as well, does not offer anything like this.</font></font> <font face="Arial"><font size=+0>Since
Filetransfer "inside" of AW will become regular as soon as 2.1 is released,
It would be nice if a bot could participate in File Transfer as well.</font></font> <font face="Arial"><font size=+0>Think
of having an ftp like session (say in whisper mode) to the bot.</font></font> <font face="Arial"><font size=+0>I
could think of quite some possibilietes and services, but the exact protocol
specification would be needed, OR sdk support for it.</font></font> <font face="Arial"><font size=+0>Walter</font></font> <font face="Arial">ps:
Edward I am amazed that you kept explaining things to Mr. Baud-IfIDontUnderstandAQuestionIGetPersonal-Walker</font>
<blockquote
style="BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: 5px">Edward
Sumerfield<ESUMERFD at POBOXES.COM> schrieb in Nachricht <<a href="mailto:369CE6EA.B08F1FEB at poboxes.com">369CE6EA.B08F1FEB at poboxes.com</a>>...The
only issue with the bot program being both the receiver and sending of
a file is that the line utilization from the bots computer will be high.
If you are on a 28kbps like me the bot would thrash the line a little.
<p>I believe the problem comes with knowing what is the "AW Client File
Transfer" protocol, interface?
<p>DrChandra wrote:
<blockquote TYPE = CITE>Why does the file have to come from the same host
the bot is running on? Why
<br>not have a bot that knows where to get files via anonymous FTP? An
aw user
<br>asks the bot for a file, and the bot gets the file via FTP, and at
the same
<br>time sends it to the user via AW Client File Transfer. That way, the
bot
<br>becomes a signpost to Internet files, and doesn't consume space for
files on
<br>the bot server. Of course the bot server could be the source for the
FTP
<br>transfer, as well. This is that same idea as attaching a MIDI file
from a
<br>third party site to one of your objects in AW. You don't store the
file, you
<br>just refer to it in its present location, making use of it in the context
of
<br>the AW world.
<p>DrChandra/PK-37
<p>--
<br>Andrew C. Esh
<a href="mailto:andrew_esh at cnt.com">mailto:andrew_esh at cnt.com</a>
<br><a href="http://www.mtn.org/~andrewes">http://www.mtn.org/~andrewes</a>
- ACE Home Page
<p>Byte Me <jrrodgers at usa.net> wrote in message
<br><a href="news:369C133A.4C0ABF9A at usa.net">news:369C133A.4C0ABF9A at usa.net</a>...
<br>>Well 2.1 has file transfer
<br>>
<br>>and yes the server is the computer the bot is hosted on...
<br>>
<br>>What I was saying it will request your fielt rasnfer session # than
get
<br>that
<br>>number and send the file to you through aw...
<br>>
<br>>Edward Sumerfield wrote:
<br>>
<br>>> "from a preset directory on its server" would be the machine that
the
<br>robot is
<br>>> on but you didn't say where it is going to.
<br>>>
<br>>> An avatar is someone's PC with the AW browser on it. If that is
the case
<br>then
<br>>> a program on that PC must have the file transfer capability. If
you have
<br>an
<br>>> FTP server then the robot could conceivably connect to it and send
a file
<br>to
<br>>> you.
<br>>>
<br>>> Alternatively, if you have an FTP client, which is more likely,
then you
<br>can
<br>>> run it and connect to the robots machine which could be running
an ftp
<br>server,
<br>>> but with this setup the whole avatar authentication stuff is a waste
of
<br>time.
<br>>>
<br>>> Other than that I don't have any ideas. Sorry.
<br>>>
<br>>> Oh, I hope you weren't insulted by my stupid question?
<br>>>
<br>>> Edward Sumerfield.
<br>>>
<br>>> Byte Me wrote:
<br>>>
<br>>> > Lets say a person requests a file from the bot, the bot gets hte
<br>persons
<br>>> > session number and ask for authorization to send the file and
if the
<br>>> > user accepts the bot will than send the file from a preset directory
on
<br>>> > it's server...
<br>>> >
<br>>> > Edward Sumerfield wrote:
<br>>> >
<br>>> > > From where to where?
<br>>> > >
<br>>> > > Someone was asking about how to implement this in the past.
I believe
<br>>> > > we decided that you would have to build your own logic which
would
<br>>> > > depend on from where and to where you were transferring.
<br>>> > >
<br>>> > > Byte Me wrote:
<br>>> > >
<br>>> > >> Does the SDK have file transfer support?
<br>>> > >
<br>></blockquote>
</blockquote>
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Jan 12, 1999, 10:47am
Yes. The concept is being used all over now. All Shareware software falls into
this category. Any eval download you get be it a 30 day eval or one that
doesn't expire. How many of you are running the endless eval copy of winzip.
Great product.
[View Quote]
> Ed... you mentioned that 'try before you buy' thing.... Isn't that the idea
> that COF is using for ActiveWorlds?.... in other words... the tourists...
> I'd say it works very well...
>
[View Quote]> Edward Sumerfield wrote:
>
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Jan 13, 1999, 12:02pm
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I'll make it ask the question and accept the input if you complete the
Volia! part.
[View Quote]<p>fast wrote:
<blockquote TYPE=CITE><font face="Century Gothic">anyone thought of that?Have
a program that MAKES SDKs not runs them.like it asks "What Do You Want
TO Make?" and someone says "I want It To Sing Happy Birthday".All It Asks
then is "Input Words Please!" and it makes a .C file.Then it Compiles it
and Volia! Instant SDK?GIve Er a Bit Of Throught.and remember:This Message
came from a SDK NewBie:)But NOt an AW newBie:)and not a C Newbie.</font></blockquote>
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Jan 25, 1999, 3:31am
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Its hard to say without knowing what you want to achieve with you bot but I
can say a few things.
No there is no fancy switch statement. C only supports switch on integral
values.
Take a look at the function strstr() which searches one string for another one
so you might have
char message[256];
char *where_is;
strcpy(message, "Hello this is a message");
where_is = strstr("is", message);
if (where_is) {
printf("Found string '%s'.\n", where_is);
}
What do you want to do with you chat analyser?
[View Quote]
> okay, okay.... now I have BC++ compiling properly you have to contend
> with a few questions about programming too!
>
> How would you recommend I construct the body of a chat-analysing piece of
> code?
>
> should I use something like strcmp( ) and a whole load of if loops to sort
> through the responses, or is there a version of switch( ) that will parse
> long chunks or characters?
>
> Again, apologies for my microscopic (but hopefully growning) understanding
> of C
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Its hard to say without knowing what you want to achieve with you bot but
I can say a few things.
<p>No there is no fancy switch statement. C only supports switch on integral
values.
<p>Take a look at the function strstr() which searches one string for another
one so you might have
<p> char message[256];
<br> char *where_is;
<br> strcpy(message, "Hello this is a message");
<br> where_is = strstr("is", message);
<br> if (where_is) {
<p> printf("Found string '%s'.\n",
where_is);
<br> }
<p>What do you want to do with you chat analyser?
[View Quote]<p>Fungus wrote:
<blockquote TYPE=CITE><i> okay, okay.... now I have BC++
compiling properly you have to contend with a few questions about programming
too!</i>
<p><i>How would you recommend I construct the body of a chat-analysing
piece of code?</i>
<p><i>should I use something like strcmp( ) and a whole load of if loops
to sort through the responses, or is there a version of switch( ) that
will parse long chunks or characters?</i>
<p><i>Again, apologies for my microscopic (but hopefully growning) understanding
of C</i></blockquote>
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Jan 25, 1999, 11:20am
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I can answer your second question. The first two arguments of aw_create
are the URL and port of the universe server but if you just pass NULL then
it will assume the AW universe server.
<p>So you will do
<p> int instance;
<br> aw_create(0, 0, &instance);
<br> aw_login();
<p>To do object creation that is all you will need. If you want an avatar
in the world then continue.
<p> aw_int_set(AW_AVATAR_X, 0);
<br> aw_int_set(AW_AVATAR_Y, 0);
<br> aw_int_set(AW_AVATAR_Z, 0);
<br> aw_state_change();
<p>Check out sample program 2 on the web site. It searches for and changes
a speaker object. See if that makes sense for you.
[View Quote]<p>BlueMe wrote:
<blockquote TYPE=CITE>I want to create object in my world with SDK.
<br>But I can't create object dynamically.
<p>And how can I located Bot in my universe server?
<p>I don't know weather The first argument of aw_create() was mean's URL
<br>address or others.
<p>Please,help me!!</blockquote>
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Jan 26, 1999, 2:23am
The prototype for aw_create is as follows.
int aw_create (const char* domain, int port, void** instance);
This is copied out of the aw.h header file from version 10 of the sdk.
When you say the first argument is a long, I will agree that it takes up four
bytes on the intel platform just like the char *.
If you want to access the AW universe and insist on specifying the arguments
then
void *instance;
aw_create("auth.activeworlds.com", 5670, &instance);
but
aw_create(0, 0, 0);
does the same thing and is adequate if you only want one bot in you program.
You can find this information out using the DOS/windows command netstat -an.
It will show the active connections on your machine. So run active worlds
browser and do a netstat and you will see it there.
May the create force be with you.
[View Quote]
> Thanks.
> But, I don't know still first argument of aw_create().
> It's long value. But if I enter "my.activeworlds.com" with string,
> how can I convert with long value.
> And How can I know my port number that connect my universe server.
>
> I don't know...
Jan 26, 1999, 7:42pm
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You mean that it will not work with any other universe other than the AW
universe which is already a 2.1 server.
[View Quote]<p>Ima Genius wrote:
<blockquote TYPE=CITE>Also, keep in mind that the 2.1 uniservers haven't
been released yet so it won't
<br>work anyway.
<br> - Ima
<p>Edward Sumerfield wrote:
<p>> The prototype for aw_create is as follows.
<br>>
<br>> int aw_create (const char* domain,
int port, void** instance);
<br>>
<br>> This is copied out of the aw.h header file from version 10 of the
sdk.
<br>>
<br>> When you say the first argument is a long, I will agree that it takes
up four
<br>> bytes on the intel platform just like the char *.
<br>>
<br>> If you want to access the AW universe and insist on specifying the
arguments
<br>> then
<br>>
<br>> void *instance;
<br>> aw_create("auth.activeworlds.com", 5670,
&instance);
<br>>
<br>> but
<br>>
<br>> aw_create(0, 0, 0);
<br>>
<br>> does the same thing and is adequate if you only want one bot in you
program.
<br>>
<br>> You can find this information out using the DOS/windows command netstat
-an.
<br>> It will show the active connections on your machine. So run active
worlds
<br>> browser and do a netstat and you will see it there.
<br>>
<br>> May the create force be with you.
<br>>
<br>> BlueMe wrote:
<br>>
<br>> > Thanks.
<br>> > But, I don't know still first argument of aw_create().
<br>> > It's long value. But if I enter "my.activeworlds.com" with string,
<br>> > how can I convert with long value.
<br>> > And How can I know my port number that connect my universe server.
<br>> >
<br>> > I don't know...</blockquote>
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|
Jan 27, 1999, 3:26pm
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Ahhh, the subtleties of deduction from a fine mind. My hat's off to you
Ima. I hadn't noticed that.
[View Quote]<p>Ima Genius wrote:
<blockquote TYPE=CITE>Yep. He said in his original post "And how
can I located Bot in my
<br>universe server?".
<br> - Ima
<p>Edward Sumerfield wrote:
<p>> You mean that it will not work with any other universe other than
the
<br>> AW universe which is already a 2.1 server.
<br>>
<br>> Ima Genius wrote:
<br>>
<br>>> Also, keep in mind that the 2.1 uniservers haven't been released
yet
<br>>> so it won't
<br>>> work anyway.
<br>>> - Ima
<br>>>
<br>>> Edward Sumerfield wrote:
<br>>>
<br>>> > The prototype for aw_create is as follows.
<br>>> >
<br>>> > int aw_create (const char*
domain, int port, void**
<br>>> instance);
<br>>> >
<br>>> > This is copied out of the aw.h header file from version 10 of
the
<br>>> sdk.
<br>>> >
<br>>> > When you say the first argument is a long, I will agree that it
<br>>> takes up four
<br>>> > bytes on the intel platform just like the char *.
<br>>> >
<br>>> > If you want to access the AW universe and insist on specifying
the
<br>>> arguments
<br>>> > then
<br>>> >
<br>>> > void *instance;
<br>>> > aw_create("auth.activeworlds.com", 5670,
&instance);
<br>>> >
<br>>> > but
<br>>> >
<br>>> > aw_create(0, 0, 0);
<br>>> >
<br>>> > does the same thing and is adequate if you only want one bot in
<br>>> you program.
<br>>> >
<br>>> > You can find this information out using the DOS/windows command
<br>>> netstat -an.
<br>>> > It will show the active connections on your machine. So run active
<br>>> worlds
<br>>> > browser and do a netstat and you will see it there.
<br>>> >
<br>>> > May the create force be with you.
<br>>> >
<br>>> > BlueMe wrote:
<br>>> >
<br>>> > > Thanks.
<br>>> > > But, I don't know still first argument of aw_create().
<br>>> > > It's long value. But if I enter "my.activeworlds.com" with
<br>>> string,
<br>>> > > how can I convert with long value.
<br>>> > > And How can I know my port number that connect my universe
<br>>> server.
<br>>> > >
<br>>> > > I don't know...
<br>></blockquote>
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Jan 29, 1999, 11:21am
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I don't know what ED privs are but you can log a bot in as someone else
if you have their priv password and create objects under their name that
way.
[View Quote]<p>Activeworlds wrote:
<blockquote TYPE=CITE>I have noticed that the AW_OBJECT_ADD does not allow
adding of objects to a
<br>world with an Owner ID other than that under which the bot is logged
on. In
<br>the browser instead it is possible as long as you have ED privs.
<p>Would this be possible with the SDK ?
<p>Lucio</blockquote>
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Feb 5, 1999, 11:50am
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I took a high level crack at it on my page.
<p> <A HREF="http://members.xoom.com/esumerfd/ActiveWorlds/Frames.htm">http://members.xoom.com/esumerfd/ActiveWorlds/Frames.htm</A>
<p>Its more of a network arch that a system arch.
<p>Edward Sumerfield
[View Quote]<p>Jim Fleming wrote:
<blockquote TYPE=CITE>It seems to me that more emphasis needs to
<br>be placed on making sure the AW Architecture
<br>is clearly documented. Once one does this then
<br>the SDK fits in as a component. At the moment,
<br>it appears as though we are working this problem
<br>backwards. In other words, the SDK is being
<br>documented and eventually people are going to
<br>discover the architecture that was there from the
<br>start.
<p>If I was an IETF advocate, I would suggest that the
<br>AW Architecture be described in terms of the
<br>"wire protocols" between the various systems.
<br>While this has short-term benefits and allows people
<br>on different types of computers to develop software
<br>it often hides the true system architecture by providing
<br>the wrong view of the system. This is like trying to
<br>describe a maze as a series of right and left turns
<br>vs. a birds-eye-view of north-south room orientations.
<p>Taking the birds-eye-view of the AW Architecture
<br>I think we can see 4 major architectural components.
<br>These may or may not reside on the same computer
<br>(or server). The 4 components are:
<p>1. The AW Server or object repository
<br>2. The AW Client - typically called the Browser
<br>3. The AW Authentication System
<br>4. The world of RO mass storage (i.e. web storage for art)
<p>The SDK provides "client" access to the AW
<br>Platform which is made up of the 4 architectural
<br>components above. The SDK is the one place where
<br>we can begin to develop a "view" of the AW Architecture.
<br>Since the SDK is designed to run on client computers
<br>where a browser typically runs, our natural inclination
<br>is to assume that the SDK is for developing bots. As
<br>people have recognized, this is only one minor usage.
<p>As the SDK proceeds, it might be useful to identify
<br>other pieces in the AW System Architecture that are
<br>missing or not highlighted. Obvious extensions are:
<p>5. Local file storage on the client system
<br>6. Other processes on the client system (e.g. spreadsheets)
<br>7. An SQL database server
<br>8. Other servers and services on the network
<p>If anyone is interested in helping to document the overall
<br>AW Architecture beyond the SDK let me know. In my
<br>opinion, this would help new SDK developers more
<br>quickly understand the potential of what the SDL can be
<br>used for and will promote other developments that are
<br>not really properly labeled "bots".
<p>Jim Fleming
<br>UNIR, COM and UNETY worlds in AW</blockquote>
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Feb 6, 1999, 2:20pm
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I guess I don't understand what a "vanilla Kerberos" machine is. Kerberos
being a security protocol I am assuming that a machine of this sort would do
some login validation as the Universe server does but with the format of the
message looking distinctly AW proprietary I would think that it is a home
grown piece of code. It also supplies features like "get-name-using-citnum"
and "get-list-of-worlds" which are not standard security features.
As for the embedded IP and port, I agree to a point. All connections are made
outbound from the browser which are usually not restricted by firewalls. It is
inbound connections through firewalls that are a major no-no in the security
world. Though there are high security environments where even outbound
connections are disallowed and proxies are installed to allow secure data
passage in a controlled way for the more common interactions like web, ftp and
mail.
Suffice it to say, I work behind a firewall that allows outbound connections
and AW browser works fine.
I also use a program called ICQ that requires inbound connections and that is
unusable behind any firewall environment unless you get get permission to add
an inbound port override to the firewall just for that application. I have
worked in large corporations that are far too paranoid for a feature with no
cost benefit like chat.
Anyway, my point in bringing ICQ up was to mention that it implements the
SOCKS firewall protocol to get around this in some situations. I do not know
much about it except that it doesn't work were I am.
Edward Sumerfield, ICQ# 28021232
[View Quote]
> This is a great compilation of information. One of thethings I plan to use
> the UNIR world for is as a 3D notebook(ala Ted Nelson XANADU) for helping to
> preserve thesystem architecture and essential knowledge for newpeople
> getting started in programming and world design. A quick scan of your web
> pages raised some morepoints... 1. Isn't the UniServer just a vanilla
> Kerberos machine ?
> 2. Embedding IP addresses into the protocol makes itvery difficult to
> interwork from behind firewalls. Are thereany plans to fix that ?....or
> should custom firewall codebe developed as a work-around ? Jim FlemingUNIR,
> COM and UNETY worlds in AW
>
[View Quote]> Edward Sumerfield wrote in message
> <36BAF716.B3CCE13B at poboxes.com>...I took a high level crack at it
> on my page.
>
> http://members.xoom.com/esumerfd/ActiveWorlds/Frames.htm
>
>
>
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I guess I don't understand what a "vanilla Kerberos" machine is. Kerberos
being a security protocol I am assuming that a machine of this sort would
do some login validation as the Universe server does but with the format
of the message looking distinctly AW proprietary I would think that it
is a home grown piece of code. It also supplies features like "get-name-using-citnum"
and "get-list-of-worlds" which are not standard security features.
<p>As for the embedded IP and port, I agree to a point. All connections
are made outbound from the browser which are usually not restricted by
firewalls. It is inbound connections through firewalls that are a major
no-no in the security world. Though there are high security environments
where even outbound connections are disallowed and proxies are installed
to allow secure data passage in a controlled way for the more common interactions
like web, ftp and mail.
<p>Suffice it to say, I work behind a firewall that allows outbound connections
and AW browser works fine.
<p>I also use a program called ICQ that requires inbound connections and
that is unusable behind any firewall environment unless you get get permission
to add an inbound port override to the firewall just for that application.
I have worked in large corporations that are far too paranoid for a feature
with no cost benefit like chat.
<p>Anyway, my point in bringing ICQ up was to mention that it implements
the SOCKS firewall protocol to get around this in some situations. I do
not know much about it except that it doesn't work were I am.
<p>Edward Sumerfield, ICQ# 28021232
[View Quote]<p>Jim Fleming wrote:
<blockquote TYPE=CITE> <font color="#000000"><font size=-1>This is
a great compilation of information. One of the</font></font><font size=-1>things
I plan to use the UNIR world for is as a 3D notebook</font><font size=-1>(ala
Ted Nelson XANADU) for helping to preserve the</font><font size=-1>system
architecture and essential knowledge for new</font><font size=-1>people
getting started in programming and world design.</font> <font size=-1>A
quick scan of your web pages raised some more</font><font size=-1>points...</font> <font size=-1>1.
Isn't the UniServer just a vanilla Kerberos machine ?</font>
<br> <font size=-1>2. Embedding IP addresses into the protocol makes
it</font><font size=-1>very difficult to interwork from behind firewalls.
Are there</font><font size=-1>any plans to fix that ?....or should custom
firewall code</font><font size=-1>be developed as a work-around ?</font> <font size=-1>Jim
Fleming</font><font size=-1>UNIR, COM and UNETY worlds in AW</font>
<blockquote
style="BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: 5px">Edward
Sumerfield<ESUMERFD at POBOXES.COM> wrote in message <<a href="mailto:36BAF716.B3CCE13B at poboxes.com">36BAF716.B3CCE13B at poboxes.com</a>>...I
took a high level crack at it on my page.
<p> <a href="http://members.xoom.com/esumerfd/ActiveWorlds/Frames.htm">http://members.xoom.com/esumerfd/ActiveWorlds/Frames.htm</a>
<br>
<br> </blockquote>
</blockquote>
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Feb 7, 1999, 9:29pm
Thierry has a page setup with download of version 0.3.
http://www.insead.fr/CALT/Encyclopedia/ComputerSciences/VR/Worlds/Alpha/AWSDKJava/
Edward Sumerfield.
[View Quote]Jean Philippe Durrios wrote:
|
> Hello
>
> Long time ago some was developping a translation of AW SDK for Java.
> I would like to know if he or she is still working on it.
> I could also give a hand :)
>
> jeanphi
Feb 14, 1999, 7:59pm
Any time. Glad to help.
[View Quote]
> Sorry about all these posts. I left the program running while I was typing
> this, I go back down looking at it (ready to close it for doing nothing and
> it comes to life). Thanks anyway ;-)
> - Tom Neaves
>
[View Quote]> Tom Neaves wrote in message <36c62d60.0 at homer>...
|
Feb 14, 1999, 8:19pm
There is no recommendation to stay at 1000 ms. There are some reasons why you
might want to. For example, changes in your avatar are only propagated to other
browsers by the world server ever second, so it is not worth you making more
than one change to your avatar each second. Whether you implement this using
the aw_wait to time you or use an aw_wait of 10 ms and count up to 100 before
you make another change. It is up to you. Some environments use an aw_wait(0)
and then use other timers to drive when to call it.
You asked if aw_state_change would fail. No it will not but it will do you no
good because the browsers will not see any changes that it tells the world
server about.
You implied that you have an aw_wait for each instance of your bot. This is not
necessary. One program that has called aw_create multiple times to create
multiple instances of a bot only needs one aw_wait call. This one call will
wait for events for any instance. Once an event is generated you must use
aw_instance to find out which robot generated it.
However, this again is not the reason for your problem. Bots are moved by the
browser, not your robot program. All the program does is tell the world server
where the bot is supposed to be. The walking gesture that is applied to the bot
is applied by the browser. This realization results in you having next to no
control over how your robot is seen to move around the work in other peoples
browsers.
There are some rules that will help you generate the best effect.
1. The browser learns of changes in the bot once a second.
2. The browser implements a slow walk for moves that result in going slower
than 1 meter per second.
3. The browser implements a fast walk for moves that result in going faster
then 1 meters per second.
So the ideal logic results in a 1 second loop that keeps updating your robots
position at the speed that you want to go.
So lets say we want to move our bot from 0, 0 to 1000, 0. This is a 10 meter
movement, west. If we want the move to be walked then we must implement a
move_delta of 100, which is one meter, and make the state change every 1
second.
posx = 0;
move_delta = 100;
while (aw_wait(10000)) {
if (bot not at destination) {
posx += move_delta;
aw_int_set ...
aw_state_change ...
}
}
If we want the bot to run to that position then we must change our delta to 200
resulting in a 2 meters per second speed.
Hope this helps.
Edward Sumerfield.
[View Quote]
> Hi,
>
> I've read that one shouldn't call 'aw_state_change' more often than 1000ms.
> ( for each instance )
>
> That gives me troubles then trying to have a bot move smoth and fast enuff
> :(
>
> Is the 1000ms interval a 'recommendation' or will something fail if I call
> 'aw_state_change' more often ?
>
> /Jan
Feb 15, 1999, 1:14pm
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I believe I miss read aw_wait for aw_state_change. Doh. At least some of
my answer was still valid. It would be a shame to write so much and it
all turn out to be a waste of time.
[View Quote]<p>Walter Knupe wrote:
<blockquote TYPE=CITE>Edward,
<p>Just out of curiosity, where did Jan imply that he has an aw_wait()
for each
<br>instance of his bot ? :) What did I miss ? :)
<p>Walter aka Faber
<p>Edward Sumerfield schrieb in Nachricht <36C74BF9.163C2A72 at poboxes.com>...
<br>>You implied that you have an aw_wait for each instance of your bot.
This is
<br>not
<br>>necessary. One program that has called aw_create multiple times to
create
<br>>multiple instances of a bot only needs one aw_wait call. This one
call will
<br>>wait for events for any instance. Once an event is generated you must
use
<br>>aw_instance to find out which robot generated it.
<br>>
<br>>
<br>>Jan R Andersson wrote:
<br>>
<br>>> Hi,
<br>>>
<br>>> I've read that one shouldn't call 'aw_state_change' more often than
<br>1000ms.
<br>>> ( for each instance )
<br>>>
<br>>> That gives me troubles then trying to have a bot move smoth and
fast
<br>enuff
<br>>> :(
<br>>>
<br>>> Is the 1000ms interval a 'recommendation' or will something fail
if I
<br>call
<br>>> 'aw_state_change' more often ?
<br>>>
<br>>> /Jan
<br>></blockquote>
</html>
|
Feb 15, 1999, 6:22pm
Walter, you are the best. Thank you.
[View Quote]
> Well, i think your answers are never a waste of time. they read like
> very intersting lectures on something the reader just didn't think
> about in that detail. This is not ment as criticism.. I really think
> your answers stand out positively alot ! Walter aka Faber
>
> Edward Sumerfield schrieb in Nachricht
> <36C839D5.59763C81 at poboxes.com>...I believe I miss read
> aw_wait for aw_state_change. Doh. At least some of my answer
> was still valid. It would be a shame to write so much and it
> all turn out to be a waste of time.
>
[View Quote]> Walter Knupe wrote:
>
>
|
Feb 15, 1999, 1:20pm
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The SDK does not support collision detection. We have discussed ways of
<br>implementing it ourselves but as there is no way of getting the constraints
<br>of each object from the sdk, you have to maintain your own list of
object
<br>sizes. I posted an array of all the sizes of objects in AW once. I
am not
<br>sure if anyone is using it.
<p>No gravity either. Must implement 10meters/sec/sec acceleration downwards
<br>yourself, but of coarse, must have collusion detection first or you
will
<br>just keep on falling.
[View Quote]<p>Baggis wrote:
<blockquote TYPE=CITE>Hi,
<p>Is there a way to make a bot act like a 'human controlled' avatar in
the
<br>meaning that it 'knows' about solid objects and also has 'gravity'
?
<p>So far I've only seen that a SDK bot moves by using a given Y-coordinate
<br>that has nothing to do with if it's above, at the same level or below
<br>(inside) an object ( for ex. a house ) that an 'normal (human)' avatar
is
<br>able to walk on.
<p>Also, when a 'normal' avatar walks into a solid object it stops ( unless
<br>pressing Shift and 'walk-through' is enabled ), a SDK bot merely walks
<br>through the object.
<p>Tnx
<p>/Jan ( AW cit 'Baggis' )</blockquote>
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Feb 15, 1999, 6:32pm
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Interesting. It was my understanding that it was the browser that made
the connection to the worlds object server so it is very easy to find its
address just by entering the netstat -an command at the appropriate time.
<p>AW Browser --- ( login ) ---------------------> Universe server
<br>AW Browser <-- ( worlds list ) ----------------- Universe server
<br>AW Browser --- ( get world IP and port ) ----> Universe server
<br>AW Browser --- ( enter world ) --------------> World server
<br>AW Browser <-- ( object information ) -------- World server
<br>AW Browser --- ( connect to web server -----> Object server
<br>AW Browser <-- ( GET object ) --------------- Object server
<br>AW Browser --- ( disconnect ) ----------------> Object server
<p>So, anyone, even object stealers, should have no problem in their theft,
even without the SDK. I didn't even realize this was a problem.
<p>In some worlds you can see the object server name in the Settings->World
mennu option.
<p>Collision detection is possible for the SDK but it will be some time
coming I think. Once this version is stable and released then I would be
interested in seeing the list of prioritized enhancements.
[View Quote]<p>Byte Me wrote:
<blockquote TYPE=CITE>It is close to imposible for Roland to put collision
detection into the
<br>SDK its self because he will have to allow the SDK to retrieve object
<br>paths which could be used by hackers or object stealers to get the
<br>address to a worlds object server, and plus there is cases when
you do
<br>not need collision detect, but others you do...
<p>Baggis wrote:
<p>> Seems the SDK could be improved ? ;-) /Baggis
<br>>
<br>> Edward Sumerfield wrote in message
<br>> <36C83B27.4C5D5C8 at poboxes.com>...The
SDK does not support
<br>> collision detection. We have discussed
ways of
<br>> implementing it ourselves but as there
is no way of getting
<br>> the constraints
<br>> of each object from the sdk, you have
to maintain your own
<br>> list of object
<br>> sizes. I posted an array of all the
sizes of objects in AW
<br>> once. I am not
<br>> sure if anyone is using it.
<br>>
<br>> No gravity either. Must implement 10meters/sec/sec
<br>> acceleration downwards
<br>> yourself, but of coarse, must have
collusion detection first
<br>> or you will
<br>> just keep on falling.
<br>>
<br>>
<br>></blockquote>
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|
Feb 16, 1999, 1:53pm
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I believe the RenderWare graphics libraries are available on multiple platforms.
I thought this was a good reason why they were chosen by AW in the first
place.
<p>If the object file transfer is migrated into the world server you would
be adding a significant load onto it as opposed to distributing that load
onto each browser machine.
<p>Roland, the AW browser must already have the code to do the object downloading
and uncompressing in it. Is it not possible to include some of this in
the SDK. This would give you the advantage of maintaining the same cache
algorithms. There is just no rendering of the objects once you get them.
<p>I agree you would need the renderware dlls to use the sdk but I don't
think that is a big issue. You could pretentiously package the SDK into
two portions, the existing AWSDK.dll and then a AWCOLLISION.dll plus renderware
dlls. This would allow bots that do not require collision detection to
be shipped in a smaller package.
[View Quote]<p>Rjinswand wrote:
<blockquote TYPE=CITE><font color="#000000"><font size=-1> </font><font size=+0>Rather
than have each bot do the object downloading it'd make a lot more sense
in many ways to have the world server do this and maintain its own specialised
object cache. Unfortunately, again we have the problem with Renderware
tying us to a platform though... because only the Windows version of the
world server would have these facilities.</font></font><font size=+0>
Alternatively someone could write a generic C rwx loading library (for
geometry only) and that could be incorporated into the world server.</font><font size=+0>
Lots of possibilities, lots of work, lots of issues.</font> <font color="#000000"><font size=-1>
<b><i>Rjinswand</i></b></font></font> <font color="#000000"><font size=-1>Basically
we're talking about a second database for the world server... the world
server</font></font>
<blockquote
style="BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: 5px">Roland
Vilett<ROLAND at ACTIVEWORLDS.COM> wrote in message <36c8e8cd.1 at homer>...<font color="#000000"><font size=-1>accurate
collision detection, only the more basic "bounding box" collision.
The more precise polygon-based collision detection that the AW browsers
provides requires knowledge of the complete geometry of the object.</font></font> </blockquote>
</blockquote>
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Feb 16, 1999, 5:15pm
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Why is a big deal to have to include the Renderware DLLs?
[View Quote]<p>Rjinswand wrote:
<blockquote TYPE=CITE> <font color="#000000"><font size=+0>
RenderWare is only available for PC and Mac these days... they dropped
all UNIX support with 2.1 I think. It IS a big deal requiring the
Renderware DLLs for using the SDK. :/</font></font> <font color="#000000"><font size=-1>
</font><b><i><font size=+0>Rjinswand</font></i></b></font>
<blockquote
style="BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: 5px">Edward
Sumerfield<ESUMERFD at POBOXES.COM> wrote in message <<a href="mailto:36C99497.F0FAEE95 at poboxes.com">36C99497.F0FAEE95 at poboxes.com</a>>...I
believe the RenderWare graphics libraries are available on multiple platforms.
I thought this was a good reason why they were chosen by AW in the first
place.
<p>If the object file transfer is migrated into the world server you would
be adding a significant load onto it as opposed to distributing that load
onto each browser machine.
<p>Roland, the AW browser must already have the code to do the object downloading
and uncompressing in it. Is it not possible to include some of this in
the SDK. This would give you the advantage of maintaining the same cache
algorithms. There is just no rendering of the objects once you get them.
<p>I agree you would need the renderware dlls to use the sdk but I don't
think that is a big issue. You could pretentiously package the SDK into
two portions, the existing AWSDK.dll and then a AWCOLLISION.dll plus renderware
dlls. This would allow bots that do not require collision detection to
be shipped in a smaller package.
<p>Rjinswand wrote:
<blockquote TYPE = CITE><font color="#000000"><font size=-1> </font><font size=+0>Rather
than have each bot do the object downloading it'd make a lot more sense
in many ways to have the world server do this and maintain its own specialised
object cache. Unfortunately, again we have the problem with Renderware
tying us to a platform though... because only the Windows version of the
world server would have these facilities.</font></font><font size=+0>
Alternatively someone could write a generic C rwx loading library (for
geometry only) and that could be incorporated into the world server.
Lots of possibilities, lots of work, lots of issues.</font> <font color="#000000"><font size=-1>
<b><i>Rjinswand</i></b></font></font> <font color="#000000"><font size=-1>Basically
we're talking about a second database for the world server... the world
server</font></font>
<blockquote
style="BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: 5px">Roland
Vilett<ROLAND at ACTIVEWORLDS.COM> wrote in message <36c8e8cd.1 at homer>...<font color="#000000"><font size=-1>accurate
collision detection, only the more basic "bounding box" collision.
The more precise polygon-based collision detection that the AW browsers
provides requires knowledge of the complete geometry of the object.</font></font></blockquote>
</blockquote>
</blockquote>
</blockquote>
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Feb 16, 1999, 6:36pm
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I am not entirely sure what you are questioning Eep². Why should we
"prevent SDK programmers from getting them". All objects are freely available
from the object servers anyway.
<p>I have found no "encrypted" zips on the aw object server. I have found
files that are suffixed with .zip but are actually just .gz compressed
files. No encryption just compression in standard formats.
[View Quote]<p>Eep² wrote:
<blockquote TYPE=CITE>I must question this, as if the ability to uncompress
objects in encrypted ZIPs is allowed, what's to prevent SDK developers
from getting them?
<p>Edward Sumerfield wrote:
<p>> Roland, the AW browser must already have the code to do the object
downloading and uncompressing in it. Is it not possible to include some
of this in the SDK. This would give you the advantage of maintaining the
same cache algorithms. There is just no rendering of the objects once you
get them.</blockquote>
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Feb 17, 1999, 11:25am
Point taken Roland. No Renderware dlls.
An extension to our thinking. Don't limit the design of collision detection to
avatars and objects. There are going to be many situations where an object
must collide with another object. For example, the ballbot would be really
cool if the ball could bounce of the wall.
[View Quote]
> For the reasons that RJ stated, as well as many others. For one thing,
> RenderWare is not available under Unix, and a Unix port of SDK is currently
> very high up on the to-do list. Also, it would immensely bloat the SDK out
> from a single 80K DLL to hundreds of K with multiple DLLs making it that
> much more difficult for newbies to get a handle on things. To me, including
> RenderWare with the SDK in order to provide collision detection would be
> like including Windows98 with a PalmPilot just so you could use the
> "dingbats" font. Finally, and most seriously, there is a licensing problem.
> RenderWare is a licensed product. Our license does not give us the right to
> re-distribute it to developers for their own applications. If the SDK
> included RenderWare, no developer could legally release any program they
> wrote using the SDK. In short, I do think that collision detection in the
> SDK is something that can and should be done. It's just that using
> RenderWare isn't the right way to do it. A future solution where the world
> server (or perhaps another server accessible via the SDK) has far more
> intimate knowledge of object geometry is far more appealing. -Roland
>
[View Quote]> Edward Sumerfield wrote in message
> <36C9C3EA.3019C74C at poboxes.com>...Why is a big deal to have to
> include the Renderware DLLs?
>
> Rjinswand wrote:
>
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Feb 16, 1999, 1:42pm
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Why do you have to do that? A 10 second wait is a long time. All this call
does is wait for events from the world you are in. A call of 0 ms will
check for events once and then return. A call for 10 seconds will sit and
wait for events to arrive.
<p>There is almost no difference between calling aw_wait(0) every second
for 10 seconds or calling aw_wait(10000).
<p>Personally I use 1 second polls and make changes to avatars at that
interval to ensure that each change will get propagated to other browsers.
Of coarse I am not using MFC and have no other blocking calls in my program.
[View Quote]<p>Byte Me wrote:
<blockquote TYPE=CITE>What do you mean?
<p>I have to call it for 10000 ms...
<p>Rjinswand wrote:
<p>> Call aw_wait() for 0 ms.
<br>>
<br>> Rjinswand
<br>>
<br>> Byte Me wrote in message <36C8B9B8.1E721B2A at usa.net>...
<br>> >Ok I've been working on a program, and when ever I call aw_wait();
the
<br>> >program locks up for the amount of time I entered in the aw_wait,
anyone
<br>> >know how I might fix this?
<br>> ></blockquote>
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Feb 16, 1999, 5:11pm
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Then use a 1 second wait and add a counter that counts to 10. When it reaches
10 change the object.
<p> int count = 10;
<br> while (aw_wait(1000)) {
<p> if (count == 0) {
<p> change
object
<br>
count = 10;
<br> }
<br> count--;
<br> }
<p>If that is too long then make it a 1 milli second wait and count to
10000.
[View Quote]<p>Byte Me wrote:
<blockquote TYPE=CITE>I need the 10 second wait because it changes an object
ever 10
<br>seconds...
<p>Edward Sumerfield wrote:
<p>> Why do you have to do that? A 10 second wait is a long time. All this
<br>> call does is wait for events from the world you are in. A call of
0 ms
<br>> will check for events once and then return. A call for 10 seconds
will
<br>> sit and wait for events to arrive.
<br>>
<br>> There is almost no difference between calling aw_wait(0) every second
<br>> for 10 seconds or calling aw_wait(10000).
<br>>
<br>> Personally I use 1 second polls and make changes to avatars at that
<br>> interval to ensure that each change will get propagated to other
<br>> browsers. Of coarse I am not using MFC and have no other blocking
<br>> calls in my program.
<br>>
<br>> Byte Me wrote:
<br>>
<br>>> What do you mean?
<br>>>
<br>>> I have to call it for 10000 ms...
<br>>>
<br>>> Rjinswand wrote:
<br>>>
<br>>> > Call aw_wait() for 0 ms.
<br>>> >
<br>>> > Rjinswand
<br>>> >
<br>>> > Byte Me wrote in message <36C8B9B8.1E721B2A at usa.net>...
<br>>> > >Ok I've been working on a program, and when ever I call
<br>>> aw_wait(); the
<br>>> > >program locks up for the amount of time I entered in the aw_wait,
<br>>> anyone
<br>>> > >know how I might fix this?
<br>>> > >
<br>></blockquote>
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Feb 16, 1999, 5:59pm
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So, you can put your counter into the function that is called when the
timer pops. Make the timer pop every second, call aw_wait(0) every second
but only change your object, from that same function, when the counter
reaches zero.
<p>Well, as I am not an MFC guru I should leave this one to Walter, sorry
if I have wasted your time.
[View Quote]<p>Byte Me wrote:
<blockquote TYPE=CITE>Yes but aw_wait(); locks up a MFC program... so I
have to use SetTimer()
<br>and in the WM_TIMER I have aw_wait(0);
<p>Edward Sumerfield wrote:
<p>> Then use a 1 second wait and add a counter that counts to 10. When
it
<br>> reaches 10 change the object.
<br>>
<br>> int count = 10;
<br>> while (aw_wait(1000)) {
<br>>
<br>> if (count == 0) {
<br>>
<br>>
change object
<br>>
count = 10;
<br>> }
<br>> count--;
<br>> }
<br>>
<br>> If that is too long then make it a 1 milli second wait and count
to
<br>> 10000.
<br>>
<br>> Byte Me wrote:
<br>>
<br>>> I need the 10 second wait because it changes an object ever 10
<br>>> seconds...
<br>>>
<br>>> Edward Sumerfield wrote:
<br>>>
<br>>> > Why do you have to do that? A 10 second wait is a long time. All
<br>>> this
<br>>> > call does is wait for events from the world you are in. A call
of
<br>>> 0 ms
<br>>> > will check for events once and then return. A call for 10 seconds
<br>>> will
<br>>> > sit and wait for events to arrive.
<br>>> >
<br>>> > There is almost no difference between calling aw_wait(0) every
<br>>> second
<br>>> > for 10 seconds or calling aw_wait(10000).
<br>>> >
<br>>> > Personally I use 1 second polls and make changes to avatars at
<br>>> that
<br>>> > interval to ensure that each change will get propagated to other
<br>>> > browsers. Of coarse I am not using MFC and have no other blocking
<br>>> > calls in my program.
<br>>> >
<br>>> > Byte Me wrote:
<br>>> >
<br>>> >> What do you mean?
<br>>> >>
<br>>> >> I have to call it for 10000 ms...
<br>>> >>
<br>>> >> Rjinswand wrote:
<br>>> >>
<br>>> >> > Call aw_wait() for 0 ms.
<br>>> >> >
<br>>> >> > Rjinswand
<br>>> >> >
<br>>> >> > Byte Me wrote in message <36C8B9B8.1E721B2A at usa.net>...
<br>>> >> > >Ok I've been working on a program, and when ever I call
<br>>> >> aw_wait(); the
<br>>> >> > >program locks up for the amount of time I entered in the
<br>>> aw_wait,
<br>>> >> anyone
<br>>> >> > >know how I might fix this?
<br>>> >> > >
<br>>> >
<br>></blockquote>
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