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A few old ideas (Wishlist)
A few old ideas // WishlisttechnozeusJul 3, 1998, 4:47am
You'll find that suggestion in my "Bring object with" reply to the base-note
of this thread. (April 25 of 1998) TechnoZeus [View Quote] technozeusJul 3, 1998, 4:55am
It's all in how you move the objects. Since the object movement is effected
by rotation around the Y axis, I can line up two objects "perfectly" with any angle between them that AW can produce. One solution would be to keep up and down movements as up and down to that object. Actually, I think that would be the easiest way to program it anyway, but it may be confusing as hell for some newbie to grab an object and try to lift it up only to find it goes down on some odd angle instead. A good workaround for that would be to include a button to snap the object back to right side up. The mere existance of such a button should give most people a clue as to why up is not up and down is not down when they grab a vertically rotated object. TechnoZeus [View Quote] technozeusJul 3, 1998, 6:25am
If you're interested, I just set up an example of every angle possible in
Active Worlds. You can find it in Beta world at 88n 88e made of a bunch of pp31.rwx objects. TechnoZeus [View Quote] groverJul 3, 1998, 4:40pm
OK, I see what you're saying here- you're using the overlap to cover up the
inherent cracks. Which works fine for 45° angles where you can overlap even after snapping to the cm grid. But i'd sure like to see you do that with 15 30° 60° and 75°! It just isn't gonna happen :-( ______________ ------------------------------------- from the top-down it looks like this in the *best* case at these angles. The cracks wouldn't be as apparent, but they'd still be there. on a 4m wall, the distance seperating them would be: with overlap: 15°,75°: 3.5cm lateral separation (along the world's x or z asix), 3.4cm at the closest 30°,60°: 3.2cm lateral separation, 1.6cm at the closest sure, it's only 1/2 of a shift-click, but it's still noticable, plain as day unless you overlap to the extreme! And when that happens, UVs don't line up correctly. rotating in 3 dimensions would onle accentuate this problem and proper alignment would become nearly impossible. grover [View Quote] > If you're interested, I just set up an example of every angle possible in > Active Worlds. > You can find it in Beta world at 88n 88e made of a bunch of pp31.rwx > objects. > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ groverJul 3, 1998, 5:03pm
This is a multi-part message in MIME format.
--------------9CFB20430C2BCA7A2C4A5D47 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit I looked at your beta world site- that's not what I meant exatly (I was picturing the walls lined up in a row.) But nevertheless, whats the first think I saw? thats right! cracks. a screen shot of the first corner in front of that teleport is attached. And this isn't just a rendering problem- these cracks will nearly *always* show up if a building isn't lined up with the y/z axis, for the reasons I've stated. This is a good example of the people getting something they demanded even though they didn't really understand the consequences of the demand. btw, The display font text changed between composition and posting- the Ascii art was meant to appear as below. I was also hasty on the numbers, forgot to flip them to the other side as well. this is corrected: [View Quote] > OK, I see what you're saying here- you're using the overlap to cover up the > inherent cracks. Which works fine for 45° angles where you can overlap even > after snapping to the cm grid. But i'd sure like to see you do that with 15 > 30° 60° and 75°! It just isn't gonna happen :-( > > ___________________________ > ------------------------------------- > from the top-down it looks like this in the *best* case at these angles. > The cracks wouldn't be as apparent, but they'd still be there. > on a 4m wall, the distance seperating them would be: > > with overlap: > 15°,75°: 1.5cm lateral separation (along the world's x or z asix), 1.4cm at the > closest > 30°,60°: 1.8cm lateral separation, 0.8cm at the closest > > sure, it's only 1/2 of a shift-click, but it's still noticable, plain as day > unless you overlap to the extreme! And when that happens, UVs don't line up > correctly. rotating in 3 dimensions would onle accentuate this problem and > proper alignment would become nearly impossible. > > grover > [View Quote] --------------9CFB20430C2BCA7A2C4A5D47 Content-Type: image/jpeg; name="crack.jpg" Content-Transfer-Encoding: base64 Content-Disposition: inline; filename="crack.jpg" /9j/4AAQSkZJRgABAQEAYABgAAD/2wBDABALDA4MChAODQ4SERATGCgaGBYWGDEjJR0oOjM9 PDkzODdASFxOQERXRTc4UG1RV19iZ2hnPk1xeXBkeFxlZ2P/2wBDARESEhgVGC8aGi9jQjhC Y2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2P/wAAR CAJSAHIDASIAAhEBAxEB/8QAGwAAAQUBAQAAAAAAAAAAAAAAAAECAwUGBAf/xABQEAABAwID AgkGCQgIBQUAAAABAAIDBBEFEiExQQYTMlFhcYGx0RQVIjSRoSMzUlNlcpSywTZCc5KTouHw FiQlVGJjdKMmNbO0wkNERYKE/8QAGQEBAAMBAQAAAAAAAAAAAAAAAAIDBAEF/8QALREBAAEC BAQEBgMBAAAAAAAAAAECEQMSM3ETIVFhMTRBQhQiIzKh0QSB8MH/2gAMAwEAAhEDEQA/ANAh CEAhCEAhCEAhCEAhCEAhCEAhCEAhCEHntNNx7BeWcPtqOOf4qfK756f9s/xVRnIOZhIc06FW 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Actually, I would never use overlap to cover the cracks. The objects I set
up in my example are geometricly correct, and therefore "should not" have any gaps between them. I have seen the same "cracks" between objects that had not been rotated from each other at all. Perhaps you can tell me what causes this and how you calculated the exact (or approximate) size of the cracks. I'm interested to know. I've always just figured this was a RenderWare display glitch and the the cracks would go away when they fix it. Was I wrong? TechnoZeus [View Quote] groverJul 4, 1998, 12:23pm
Only half-wrong ;-) It's geometrically incorrect because of an AW-cache
compromise. That is to say, the AW cache is incapable of saving geometically correct values, which causes a lot of these cracks. One more thing to be added to "The List®" Other cracks (notably the 1-pixel wide ones that appear and dissapear as you move) *are* cause by RenderWare glitches tho. [View Quote] > Actually, I would never use overlap to cover the cracks. The objects I set > up in my example are geometricly correct, and therefore "should not" have > any gaps between them. I have seen the same "cracks" between objects that > had not been rotated from each other at all. Perhaps you can tell me what > causes this and how you calculated the exact (or approximate) size of the > cracks. I'm interested to know. I've always just figured this was a > RenderWare display glitch and the the cracks would go away when they fix it. > Was I wrong? > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ groverJul 4, 1998, 12:46pm
Oh, forgot the calculation part, hehe. We know (from the beta group I think?) that
the AW cache saves position data in 5cm increments. This was chosen early on and would be very difficult to change, so, for the foreseeable future, we're stuck with it. The values I calculated were the geometric dimensions of a rotate 4m long object, with respect to the 5x5cm grid that has to mark the position. If I rotate a 4m wide wall 15° it will now be 3.8637m of x-width and 1.0352m of z-width with respect to this grid. The center of this object will always be centered on an even 5cm grid point, which leaves the ends (2m away from the center) at 1.93m and .5176m respectively. Which, as you can see, are 2cm and 1.76cm from 5cm grid points. This is doubled when you consider two panels are needed, and you can work out the closest possible distance from there. Which means, even at the best odds, you will still have a 1cm-x crack or a 1.48cm-z crack for this case. grover [View Quote] > Only half-wrong ;-) It's geometrically incorrect because of an AW-cache > compromise. That is to say, the AW cache is incapable of saving geometically > correct values, which causes a lot of these cracks. One more thing to be added > to "The List®" Other cracks (notably the 1-pixel wide ones that appear and > dissapear as you move) *are* cause by RenderWare glitches tho. > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ paul barrowJul 4, 1998, 9:41pm
After rotating/moving/copying an object, it is possible to get it to a point
that is you placed it back side by side to the original object that you copied it from that it will no longer meet exactly at the edges. This has pissed me off quite a few times and I've ended up deleting it and making a new copy from the original object to fix the problem. It's the shift-movements/rotations that gets it out of alignment (when you try to match it up to the original object). Myself, I would like to have x/y/z rotation of objects just for animation purposes. This would have no affect on registry or anything else for this reason (if so designed): The object would be placed in the world just and any other object is and would remain so as far as the registry and world database is concerned. The "new" animate Rotate command would cause the object to rotate based on supplied parameters on your computer (and not in the world database). And if you decided to right-click on the object to select it, what you would get is the original object position bounding box as it is in the cache/world database as it was originally placed. So, it's just a rotation in memory (like in RWXMod in spin mode or manually rotating the object). I don't see why this would be so hard to implement and would, I think, allow for smoother, more reliable, lower resource overhead, that have 3, 6, 12, or however many duplicated objects, each rotated and made visible/invisible in sequence via the current animation scheme. Paul [View Quote] technozeusJul 5, 1998, 8:01am
This doesn't look quite right. If all of the vertices were being snapped to
a 5cm grid, then there would either be no crack at all, or a crack that is a multiple of 5 centimeters. What I had figured might be happening is that RenderWare may be using somewhat rounded off figures for sine and cosine values. This is actually a standard practice for 3D rendering because sine and cosine calculations tend to be time consuming without the aid of a floating point coprocessor. For example, if the cosine of 15° is stored in a table for quick usage as 0.96 and applied to a 10 meter length to calculate the resulting X dimension rather than carrying it out to the slightly more accurate value of 0.965925, the results will have a difference of 9.25 millimeters. As far as I can tell, there is no reason to store information about the positions of the objects edges since that information can (and I think, should) be derived from the information stored in the object, the location of the object's origin, and and any scaling, rotation, or transforms applied to the object. Since scaling and transforms are not presently supported from within Active Worlds, that leaves only rotation, and since that rotation is in only a single plane, a single number should be enough to accurately "store" the information. Therefore it would seam to me that the problem must be only in the rendering. Again, please tell me if you feel I am mistaken about this, and if so please explain why. I wish to understand this as well as I possibly can. TechnoZeus [View Quote] groverJul 5, 1998, 10:57am
no- not all values are being rounded off to 5cm, only the position of the
object. The object's individual vertices can be any value it wants to be (probably single precision?). Which means, even though the object itself is always at an even 5cm, the edges of the object aren't. They might be 2.11m long. Which would make it impossible to line up two objects like this since, placed end-to-end would both be 4cm (or 1cm, if overlapped) from the even 5cm grid. You see, with an object rotated by a small degree, the center would have to be placed at a geometrically accurate position in order to prevent cracks. This might need to be, lets say, 5.43219m from the y-axis. But AW can't position it there. It instead places the object at 5.45m from the y-axis, creating a 1.8cm crack. Don't make me post a picture ;-) grover [View Quote] > This doesn't look quite right. If all of the vertices were being snapped to > a 5cm grid, then there would either be no crack at all, or a crack that is a > multiple of 5 centimeters. > > What I had figured might be happening is that RenderWare may be using > somewhat rounded off figures for sine and cosine values. This is actually a > standard practice for 3D rendering because sine and cosine calculations tend > to be time consuming without the aid of a floating point coprocessor. For > example, if the cosine of 15° is stored in a table for quick usage as 0.96 > and applied to a 10 meter length to calculate the resulting X dimension > rather than carrying it out to the slightly more accurate value of 0.965925, > the results will have a difference of 9.25 millimeters. > > As far as I can tell, there is no reason to store information about the > positions of the objects edges since that information can (and I think, > should) be derived from the information stored in the object, the location > of the object's origin, and and any scaling, rotation, or transforms applied > to the object. Since scaling and transforms are not presently supported > from within Active Worlds, that leaves only rotation, and since that > rotation is in only a single plane, a single number should be enough to > accurately "store" the information. Therefore it would seam to me that the > problem must be only in the rendering. Again, please tell me if you feel I > am mistaken about this, and if so please explain why. I wish to understand > this as well as I possibly can. > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ technozeusJul 6, 1998, 8:55am
Okay. I understood you that time. Thanks for your patience... I'm really
not usually that slow. :·) TechnoZeus [View Quote] groverJul 6, 1998, 7:58pm
hehe... don't feel stupid- i've been using aw for almost exactly 3 years and
only figured this out a few months ago! :) grover [View Quote] > Okay. I understood you that time. Thanks for your patience... I'm really > not usually that slow. :·) > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ technozeusJul 9, 1998, 12:54am
Thanks.
Well, perhaps when they change the format to allow for vertical rotation, they could also add a few more bits for storing the object's location. Curious thought... It seems to me that I've never seen overlap caused in that way. I wonder why. TechnoZeus [View Quote] groverJul 9, 1998, 8:06pm
perhaps....
well, for the most case, the cracks are really small. A sliver of bright blue or green is going to catch your eye, but a little fuzziness where UV's are fighting over who gets the z-buffering trophy is gonna just get lost ;-) grover [View Quote] > Thanks. > > Well, perhaps when they change the format to allow for vertical rotation, > they could also add a few more bits for storing the object's location. > > Curious thought... It seems to me that I've never seen overlap caused in > that way. I wonder why. > > TechnoZeus > [View Quote] -- _______________________________________________________________ http://www.grovers.com/ ("`-''-/").___..--''"`-.__ steve at synergycorp.com `6_ 6 ) `-. ( ). `-.__.`) (_Y_.)' ._ ) `._ `. ``-..-' Custom Objects and Avatars! _..`--'_..-_/ /--'_.' ,' ___________________________(il),-'' (li),' ((!.-'__________ eep²Jul 13, 1998, 11:14am
Just some notes on gaps and circles. To see some spirals with little-to-no gaps, visit my AlphaWorld site at:
http://www.worlds.net/cgi-bin/teleport?aw_1185.5s_1229.3e_210 Then go to the Exhibits section and look at the Ribbon and DNA Strand/Double-Helix structures. That's as gapless as I could get with AW. A better solution would to just make the [Shift] movements every 1cm. Even better (although probably unnerving) would be every 50mm, 10mm, or 1mm, but maybe that could be a special case...like with the [Scroll Lock] on or something. Gaps in objects (like the AlphaWorld glass and panel objects with frames) are because of RenderWare not treating the edges of the frame and panel polygons the same. My first structure was the glass pyramid at the above coordinates and I remember spending DAYS trying to get rid of those damn gaps, but I never could. I started out doing the pyramid with all the standard movements (no [Shift] movements), but then the gaps appeared. I also see this gap effect in Tomb Raider II, so it must be an artifact of 3D engines or something. Hopefully programmers will figure it out soon cuz it sure looks like crap. On another note, I'd like finer avatar collision detection. Right now, according to Roland, all avatars use a 1m x 1m 2D square (probably a sprite) centered around the avatar's "torso" clump. I think avatars should at LEAST use their outermost bounding box for collision detection. My rat avatar in Utah can't go in between the horizontal and diagonal I-beams. :( And walking near things like the chainlink fence and other things triggers the sounds, even though from 3rd person view the avatar hasn't even visibally bumped into them. Another thing I'd like (and asked Roland about months ago) would be to be able to click ANYWHERE to deselect an object, not just on the infinite ground object, background/backdrop, sky, or the object itself. It's VERY annoying when in a cluttered area or a world which uses a modular ground. technozeusJul 22, 1998, 2:02am
Some very good input, and I'm not ignoring it, by any means, but I thought I
should point out that if you are annoyed by trouble deselecting whatever you have selected, it may be good to try closing the object properties dialog box. TechnoZeus [View Quote] |