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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-07-2005 09:53
This video is from a level produced using the DOOM 3 rendering engine. The engine was developed by john carmack. The level was produced by CraiZE I'm posting this video, because I think some of the SecondLife community will find it intreating. http://www.console-mods.net/PSCR-BETA-HQ.mpg
Snowcrash Hoffman
Digital mind virus
Join date: 30 Jan 2005
Posts: 282
09-07-2005 10:00
cool! How is this done though? It seemed as though there wee "prims" put together, or were these premade structures, placed in real time?
Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-07-2005 11:15
the doom 3 egnine has a built in programing launge. They're using it to place polygons. In this case I think they're predefined.
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
09-07-2005 12:15
Doom3, as well as every other id game, uses predefined files called BSP trees to make their levels. It's a pre-compiled, and pre-optimized set of polygons that are all glued together at once. Prior to playing, the level is compiled in order to run the best.

Completely different from SL.

LF
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-07-2005 15:01
I guess no one told you that doom 3 has a built in level editor. No 3rd app needed to eidt. Just like second life. How strange is that. Most of the lighting and effect are done in real time.
Dizzy Mandala
Spin Spin Sugar
Join date: 8 Feb 2004
Posts: 82
09-07-2005 16:27
Neat! The "prim" use doesn't look efficient AT ALL but maybe it was done like that for artistic effect. :cool:


How are they going to get the train in there? lol
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
09-07-2005 16:48
From: Kurt Zidane
I guess no one told you that doom 3 has a built in level editor. No 3rd app needed to eidt. Just like second life. How strange is that. Most of the lighting and effect are done in real time.


...on pre-rendered polygons.

We've gone through this before... lighting and other effects are much easier to do real-time if the polygons they're reflecting off of are pre-compiled and heavily optimized.

You won't see decent lighting systems in SL for a long time; I asked.

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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
09-07-2005 17:24
Thank you, Kurt. I should have seen this, as my research indicated to me that DOOM 3 was where I should have been looking and not Quake 3.

From: someone

Doom3, as well as every other id game, uses predefined files called BSP trees to make their levels. It's a pre-compiled, and pre-optimized set of polygons that are all glued together at once. Prior to playing, the level is compiled in order to run the best.


False, DOOM3 is very dynamic.


What you see here is very doable. Precompiled objects are not a problem, as far as I can see it.

Dynamic building in world from basic primitives, while cool, is a Philip requirement and not a real requirement.

What you see here is what Philip, Cory, and andrew SHOULD be doing but are not because they're too caught up in some bizarre religion. They will pay a very heavy price for their shortsightedness however if they do not switch tracks.

People want great visual quality, high FPS and no lag. DOOM3 can produce this. SL can not. Building via professionally done precompiled objects is the way to go. Not only is your end result far superior (people actually took time to build the objects rather tha ndid them stream of consciousness) your peformance is obviously far better.

The one problem here, however, is that this probably will not scale to open spaces in the way that SL does. Notice that this build is being done in a room. There is a good reason for that.

However, the gauntlet has been thrown down. I, for one, am certainly not going to stick my hand in the sand and ignore it.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
09-07-2005 17:46
From: blaze Spinnaker
Thank you, Kurt. I should have seen this, as my research indicated to me that DOOM 3 was where I should have been looking and not Quake 3.

False, DOOM3 is very dynamic.


As far as precompiled BSP maps go, yes.

But it also requires a video card heftier than what's needed to run SL.

And isn't generated on-the-fly, like SL is.


From: someone

What you see here is very doable. Precompiled objects are not a problem, as far as I can see it.


It's not a problem, but it's not a solution either. IF you want precompiled environments, then -- get ready for it -- you CANNOT EDIT THEM WITHOUT A COSTLY, TIME CONSUMING RECOMPILE.

I don't care how many times you say you CAN do it. You CANNOT. NOT with Doom3 tech.

From: someone

Dynamic building in world from basic primitives, while cool, is a Philip requirement and not a real requirement.


It's also why I'm here. If I wanted to play with CAD, I'd play with CAD.

Sadly, CAD isn't a streaming virtual world, it's a highly complicated, insanely expensive computer program. SL is, apparently, free.

From: someone

What you see here is what Philip, Cory, and andrew SHOULD be doing but are not because they're too caught up in some bizarre religion. They will pay a very heavy price for their shortsightedness however if they do not switch tracks.


That's hyperbole, and you know it.

From: someone

People want great visual quality, high FPS and no lag.


They also want 50ghz computers, a million dollars, and world peace. Doesn't mean it'll happen.

From: someone

DOOM3 can produce this.


Doom3 can't provide on-the-fly building tools. Go ahead, ask them. It can't. The engine would choke and die on its own bile if forced to render half a square kilometer's worth of unoptomized polygons.

From: someone

SL can not. Building via professionally done precompiled objects is the way to go.


Alphaworlds did this. Alphaworlds is currently dead.

Every other virtual world does this, and every other virtual world is on a downward decline. Except SL, which allows for infinite customizability.

From: someone

Not only is your end result far superior (people actually took time to build the objects rather tha ndid them stream of consciousness) your peformance is obviously far better.


But sadly impossible with current tech.

From: someone

The one problem here, however, is that this probably will not scale to open spaces in the way that SL does. Notice that this build is being done in a room. There is a good reason for that.


Yeah, because if you forced the Doom3 engine to render a few million polygons it would fry your computer...

From: someone

However, the gauntlet has been thrown down. I, for one, am certainly not going to stick my hand in the sand and ignore it.



Okay, feel free to find me a BSP-based online game that allows for infinite collaboration with atomistic construction.

I'll be waiting, chum.

LF
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Jeska Linden
Administrator
Join date: 26 Jul 2004
Posts: 2,388
09-07-2005 17:47
Moved to Off-Topic.
Ellie Edo
Registered User
Join date: 13 Mar 2005
Posts: 1,425
09-07-2005 18:00
Surely for us there is nothing particularly surprising there, except the detail in the builds ? Am I missing something ?

Now if ten people could all work in there at once, and all see eachothers builds, and each others bodies, it would be getting a bit closer.....

Then we would need to make every bit of building material potentially intelligent and autonomous, with its own built in computer program, changeable while we walk amongst them............

Need I go on ?
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Chance Abattoir
Future Rockin' Resmod
Join date: 3 Apr 2004
Posts: 3,898
09-07-2005 18:03
My only hope is that one day Second Life will have MMO sims with exact reproductions of Tribes 2 and Quake. :)
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
09-07-2005 18:33
From: Lordfly Digeridoo
As far as precompiled BSP maps go, yes.

But it also requires a video card heftier than what's needed to run SL.

And isn't generated on-the-fly, like SL is.



The point of this demo was that it WAS generated on the fly.



From: someone


It's not a problem, but it's not a solution either. IF you want precompiled environments, then -- get ready for it -- you CANNOT EDIT THEM WITHOUT A COSTLY, TIME CONSUMING RECOMPILE.


There is a difference between precompiled environments and precompiled objects. You can build an environment dyanmically with precompiled objects. One thing about this demo, though, is that I wonder if those objects can be rotated or have be put in place at their current orientation.



From: someone

I don't care how many times you say you CAN do it. You CANNOT. NOT with Doom3 tech.


You can on the fly, dynamically build rooms with Doom3 tech. I've read that in many places and that's what this video was demoing.


From: someone

Doom3 can't provide on-the-fly building tools. Go ahead, ask them. It can't. The engine would choke and die on its own bile if forced to render half a square kilometer's worth of unoptomized polygons.


Yes, it would .. open spaces are a problem for a lot of reasons.

From: someone

Alphaworlds did this. Alphaworlds is currently dead.

Every other virtual world does this, and every other virtual world is on a downward decline. Except SL, which allows for infinite customizability.


WoW is precompiled with very limited customizability.


SecondLife should be middleware so independent professionals can build fully immersive, interactive MMOGs.

I should be able to build EQ2 or WoW or Halo or whatever. I can't do that right now and that's a problem.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Tikki Kerensky
Insane critter
Join date: 12 Aug 2004
Posts: 687
09-07-2005 18:40
Tell ya what. Call up John Carmack and ask him if his engine can do what SL does.
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
09-07-2005 18:49
I doubt it could. My thesis is that you don't want to.

What we need as content builders is a world where we can build super kick ass content and host it on SL machines.

They would handle billing, micropayments, hosting, interconnectivity, a population.

We'd build high performance, visually rich and interactive builds.

Chinatown should have been a kick ass deathmatch level.

SimCast should have been a very cool MMORPG.

Why didn't this happen?
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Ellie Edo
Registered User
Join date: 13 Mar 2005
Posts: 1,425
09-07-2005 20:41
From: blaze Spinnaker
Why didn't this happen?
Was it the appalling lag, Blaze ? The fact we can only ever have a few people together ? Or is it something subtler ?
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
09-08-2005 08:21
The problem was definitely poor visual quality and lag in the case of SIMCAST and just lag in the case of Chinatown.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."