The Absolute Eradication of All Active Worlds (Wishlist)

The Absolute Eradication of All Active Worlds // Wishlist

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sir chaos

Mar 23, 2001, 12:30am
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cw0K

s p a r k

Mar 23, 2001, 12:57am
I am, but of coarse, keep the RWX so people could rebuild with a propdump or
what ever, I haven't don't any *heavy* building in my world, so, I'm not
that worried, but Many are agaist me.

sw comit

Mar 23, 2001, 1:38am
Not me that's for sure, I built everyday for over 2 years now. AW 2217.4s
3609.8e 90

--
SW Comit
swcomit at swcity.net
Mayor of SW City
http://www.swcity.net
President of Community Linkage Commission
http://comlinkage.tripod.com

tony m

Mar 23, 2001, 1:57am
I agree, it's time for a change. But *dump* RWX? Nooo way.. I agree with
Spark that we should be able to reload our worlds in the new universe.
Take a look in Zion, world I design; I'm not willing to rebuild all
that...

- Tony M (a.k.a Tony56)

[View Quote]

eep

Mar 23, 2001, 6:02am
Ever heard of backwards compatibility? Didn't think so. RWX implementation is what took AW3 so long to be released because stupid Criterion mindlessly removed it from RW3, killing off the 2 or perhaps 3 developers that actually used it in the first place. Unfortunately AW did (and does) and 5 years of work would have been down the drain if RWX support was removed. Now, if an RWX-to-whatever (COB, 3DS, DXF, etc) converter could be created then perhaps RWX removal wouldn't be so bad, but don't expect as many people to create new objects once they have to pay hundreds of dollars for trueSpace, thousands of dollars for 3D Studio Max, etc.

As for the 64-bit cell database, Andras already mentioned a way it could be implemented that wouldn't corrupt current cell databases, though it'd take more work.

The whole point of this is that AWCI needs to put more focus on actual DEVELOPMENT instead of these get-rich-quick schemes through business partnerships et al. Rick and JP don't need to be making $160,000/year either--they sure as FUCK don't earn it with the amount of incompetence they have at barely keeping AW running.

AW has no patents yet not even AW's closest competitor (if you can call it that), ViOS (http://vios.com/) just sucks. 3D games are SLOWLY getting the "multiuser level editor" mentality, but it's taking YEARS. Neverwinter Nights will the the first game to really even come CLOSE to AW's level, but we'll see. Game publishers just can't seem to put 2 and 2 together and get the clue that it's time for a REAL "multiuser level editor".

[View Quote] > Of course it's easy to talk about complete database restructuring, graphic engine core modifications, and drastic changes in action codes. Some really good ideas are have been put forth. The question is if ActiveWorlds users are ready to pay the price for these kind of changes - your old code, and probably each of your objects, will be more than just "needing an update" if the code behind the very objects used changes drastically.
>
> For people like me, newbies to the scene with little or no actual ActiveWorld building accomplishments to their name, it's a lot easier to conceive of a Great Void - an empty, new, but improved universe. We've got little or nothing to lose. But those with their own worlds, with years of construction at stake, probably feel differently.
>
> Sure, it would be neat if we had a clearer, tokenized, more robust language behind action codes, 64-bit positioning, a more distinct graphic engine, etc. Perhaps ActiveWorlds should discard RWX modeling altogether. I'm curious, though, who here is really ready and willing to really pay the price for REAL updates of this sort. Once REAL changes were implemented, ActiveWorlds would never be the same again. Who's ready to rebuild?

wing

Mar 23, 2001, 8:42am
See the above post entitled "A Fresh Start"" by Wing. Doesn't blow up the
current AW but the change still happens-with new software.
[View Quote]

ananas

Mar 23, 2001, 12:08pm
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I agree to all except for the cell database, here my 2=A2 :

I really do not see how a cell database rewrite for just the mentioned
problems would cause any loss of data. Modifications of the kind that
would be required for the token stuff and for the positioning are some
the most common database modifications, the only thing to do is to write
a conversion tool that takes the data from the old database, aligns the
format for each database field types and writes them to the new
database, a 1:1 conversion.
The problem will not be the loss of data but the compatibility to the
old browsers - and if the OpenGL support works well I think backwards
compatibility becomes less important.

[View Quote] > Of course it's easy to talk about complete database restructuring, =
graphic engine core modifications, and drastic changes in action codes. =
Some really good ideas are have been put forth. The question is if Activ=
eWorlds users are ready to pay the price for these kind of changes - your=
old code, and probably each of your objects, will be more than just "nee=
ding an update" if the code behind the very objects used changes drastica=
lly.
> =

> For people like me, newbies to the scene with little or no actual A=
ctiveWorld building accomplishments to their name, it's a lot easier to c=
onceive of a Great Void - an empty, new, but improved universe. We've go=
t little or nothing to lose. But those with their own worlds, with years=
of construction at stake, probably feel differently.
> =

> Sure, it would be neat if we had a clearer, tokenized, more robust =
language behind action codes, 64-bit positioning, a more distinct graphic=
engine, etc. Perhaps ActiveWorlds should discard RWX modeling altogethe=
r. I'm curious, though, who here is really ready and willing to really p=
ay the price for REAL updates of this sort. Once REAL changes were imple=
mented, ActiveWorlds would never be the same again. Who's ready to rebu=
ild?
> =

> -Sir Chaos
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eep

Mar 23, 2001, 1:58pm
The only backwards compatibility necessary in terms of 3D rendering is between Direct3D and OpenGL. Screw software rendering; it's obsolete and hardly any 3D games support it these days anyway.

The only real issues with backwards compatibility is what Andras stated in an email to me which I posted in AW's newsgroups the other day:

"He is not bullshitting - to have a better [resolution] the whole program (browser/server) should be rewritten to 64 bits arithmetic which is a pain if you think about the AW's database (recently about 4GB). IMO it can be done but it should be done very carefully (and the new database architecture should carry the rotation based on the other two axises too). That change will increase the database about 2.5 times and there will not be ANY backward compatibility. Not to mention the same increase in the
network traffic. The change would make all (ok almost all) bots unusable too.

The other option would be to have a full new set of network protocol and keep the old one for backward compatibility but that solution would put more load onto the
server (converting 64 bits to 32 bits for the old protocol). I rpobably would choose that option hoping that the old browsers/servers will go away eventually."

[View Quote] > I agree to all except for the cell database, here my 2¢ :
>
> I really do not see how a cell database rewrite for just the mentioned
> problems would cause any loss of data. Modifications of the kind that
> would be required for the token stuff and for the positioning are some
> the most common database modifications, the only thing to do is to write
> a conversion tool that takes the data from the old database, aligns the
> format for each database field types and writes them to the new
> database, a 1:1 conversion.
> The problem will not be the loss of data but the compatibility to the
> old browsers - and if the OpenGL support works well I think backwards
> compatibility becomes less important.
>
[View Quote]

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