Can TruePlay be fed with realtime data from many concurrent users ?

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Can TruePlay be fed with realtime data from many concurrent users ? // truePlay

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Post by VerlSnake // Mar 5, 2008, 3:49pm

VerlSnake
Total Posts: 14
The general question is: What are the communication capabilities of TruePlay ? Since it is NOT a web plugin, I cannot communicate to TruePlay from within a browser. Correct ? But how can TruePlay have bidirectional communication with the outside world ?


The more concrete question is: Is it possible to use TruePlay in online games where many users are playing concurrently and exchanging data in realtime ? In order to be usable in such a scenario, TruePlay must be able to send and receive a certain amount of data in realtime. Is such a multi-player online gaming use already possible or planned for future versions ?

Post by notejam // Mar 6, 2008, 12:09pm

notejam
Total Posts: 191
Trueplay connects to trueplay/truespace servers. I do not know if its possible to use it on other servers.


I did see a pong game played in truespace 7.5, not trueplay.

It was at a scriptors meeting, and the reason we needed truespace 7.5 to be used as our browser is so we could get at the LE as it had the sliders in it that we could use to control the paddles for the pong game. The web site has games I think you can play from trueplay, such as pong, air hockey, and some other games too, and I think it will work multiplayer but have not tried that yet. JUst took a look over there, and these are download games, but I know there are a few games like this in some of the areas you can visit with trueplay.


The link is here http://www.caligari.com/products/trueSpace/ts7/Brochure/Newgames.asp?Cate=Content&Subcate=Activities&SSCate=Games

Post by TomG // Mar 6, 2008, 12:19pm

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Total Posts: 3397
Not entirely sure of the question here.


truePlay already sends and receives data in real-time from multiple users - each user has an avatar shown at their position (and rotation) in space, when the user moves, their position is sent from their client to the server, and then from the server to all other clients, meaning we see them move in real-time.


Same thing when someone edits an object, if I sweep a face, then that data goes from my machine to the server to the others in the space and everyone watches me sweep the face in real-time (well, real-time with whatever small lag is introduced by going across the net, since that will always have some delay).


Same thing when I send text, or when I use voice.


So naturally that capability is already there, data is already received from all clients then distributed to all clients. It's what makes collaboration possible :)


Same thing would apply with games, if I moved a bat around, and so did someone else, and we bounced a ball back and forth. Can already be done.


Not sure if you have a particular case or scenario in mind, but the functionality of sending and receiving data between all connected clients at once is already there, it is "what it's all about" if you like :)


HTH!

Tom

Post by VerlSnake // Mar 6, 2008, 5:59pm

VerlSnake
Total Posts: 14
In principle I would like to have the capability of using an arbitrary 3rd party multi-user realtime data server - e.g. Adobe's LiveCycle Data Services - in conjunction with the truePlay player. This would allow to leverage the already existent fine-grained control mechanisms for the data exchange between concurrent users and a server.

And therefore I needed an API to access (a subset) of all the scene data currently residing in the truePlay player to make that readable and writable via the chosen 3rd party multi-user realtime engine. Is such an API for read/write access to potentially all scene data already in place ?

Post by TomG // Mar 7, 2008, 4:32am

TomG
Total Posts: 3397
Sounds unlikely to work - also sounds somewhat unnecessary since tP is already sending data concurrently between all the users and a server. Note that the scene doesn't really reside in truePlay at all, but on a server.


One thing is that many of the objects in a scene are more than just geometry, they contain scripts etc, so moving them out of context from the scene would likely cause problems.


Any sort of data you wanted to share via all users should be perfectly shareable via the servers that truePlay is using anyway, so adding yet another server into the mix would seem unnecessary.


HTH!

Tom

Post by VerlSnake // Mar 7, 2008, 6:07am

VerlSnake
Total Posts: 14
So how can one leverage the existing server then ? I would very much like to get an overview about all things truePlace/truePlay - from a conceptual and licensing point of view. To make it possible to find out if the server is capable of distributing data in a configurable fashion, too, for example.

Post by Norm // Mar 7, 2008, 8:06am

Norm
Total Posts: 862
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I believe as the dust settles and we polish off the sdk, your questions will be answered. At moment, you have a good overview of what trueSpace as an authoring tool can do in a scene. Through scripting you can choreograph any space as you desire. Imagine the power with higher level language! :)

So how can one leverage the existing server then ? I would very much like to get an overview about all things truePlace/truePlay - from a conceptual and licensing point of view. To make it possible to find out if the server is capable of distributing data in a configurable fashion, too, for example.

Post by Scala3D // Mar 7, 2008, 8:11am

Scala3D
Total Posts: 157
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Hey VerlSnake, I have been looking into Multiverse. You can load down all their stuff for free and create virtual worlds for either games or Social gathering. The developer tools are free to use. Once you create a concept you can either buy the rights out right from Multiverse or use their servers. They only take a 10% cut off the top, so it's cheaper than others out there from my perspective. I went this direction since TrueServe is a dead duck so to speak. Right now I am learning how to export Truespace models into the correct format so they can be easily imported into Multiverse using a program called "Blender" also free.

Post by VerlSnake // Apr 11, 2008, 2:22am

VerlSnake
Total Posts: 14
I believe as the dust settles and we polish off the sdk, your questions will be answered. ... Through scripting you can choreograph any space as you desire. Imagine the power with higher level language! :)


When will this promised higher level language SDK be available then ? And: Does it makes ense to wait for this ? To use truePlay as THE delivery platform for highly interactive realtime online gaming communities, for example :jumpy:?


I like to think the following: The trueSpace/truePlay couple is unique in providing THE most seamless procedure for leveraging highly sophisticated 3D content in highly interactive 3D multi-user worlds; because: One can literally export a trueSpace scene/object to truePlay with a push of a button; and it should just "work" in truePlay :jumpy:;without the hassle of dealing with never-ending pipelines full of post-processing pains one usually stumbles upon in other authoring/player solutions :(... Is this only positive and wishful thinking, or may it come close to reality soon ?

Post by frootee // Apr 11, 2008, 2:45am

frootee
Total Posts: 2667
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The SDK will be released along the same timeline as 7.6. I say this because I do not know for sure whether the SDK and 7.6 will be released at the very same time.


As far as using trueplay at the push of a button, and exploring the scene, yes. A user won't have to design the GUI to explore the scene. That would be up to the creator.
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