Open Community Exhibit at Siggraph '97A Pteradactyl's eye view of the Open Community World
at Siggraph '97
The Desert House is shown at 1/4 scale to make a reasonably
visable image of the other two world. The Desert House
is approximately 180 meters on the long side, The Sculpture Museum
about 60 meters, and Nearlife Disco about 40 meters.
The Three Apps
We are pretty busy making Open Community itself to make much new to go in it. And except fro the nearlife folks, we are not much at content development. So for Siggraph, we cobbled together three different sets of applications and content into a single virtual environment:
Diamond park content was originally authored by John Barrus, Stephan McKewon, and Ilene Sterns for the SGI platform. Adaptations to Open Community and VRML 2.0 were done by David Anderson and Bill Yerazunis, with special thanks to David Rataczyk for his work on the unicyclists and the terrains. Model conversion tools were either freeware off the net or homegrown.
The ScmoozeShop application was originally conceived by Bill Yerazunis and Evan Suits, and built by Evan. The museum content was built using Fractal Design's RayDream Designer by Bill Lambert, with ideas, animations, and integration by The Evil Derek Schwenke. Sam Shipman is the keeper of the Open Community audio when he isn't busy working on the core, and Bonnie Boyd made the SoftImage plug-in in about a week or so, and began it just a week after starting with us.
The Avatars and Movers
The power of Open Community helps application builders bring life to their virtual worlds. As long as they have designed their app with an interface to the Open Community world model, then any avatars with any movement scenarios can exist together. Few if any existing platforms can be inclusive of such flexibility, which is a major reason why some folks from the Universal Avatars group like Open Community a lot.
In the virtual space of this exhibit, we have three different avatars: the highly articulated Nearlife dancers, the speedy unicyclists, and the rather dumb (but cute) alien gnomes. Each has a different UI for their control, and each has different capabilities (or deficiencies, depending on how you look at it :-). The nearlife Directable Characters (tm) can shimmy and boogie with Salt 'N' Peppa, but they can't ride the pteradactyls. The unicyclists have to stay on their vehicles, but they can easily outrun any of the other avatars. The alien gnomes don't do much but blink, but they're the only beings in this world that can get off the ground.
[Actually, a fragment of additional power becomes evident due to the inability of the SchmoozeShop browser to render transparent textures (ah... it's borrowed and we don't have the source to fix it). When a nearlife avatar is seen through that browser, we just substitute a non-textured avatar object. It's rather ugly, but shows we do have the potential, if not for ourselves, at least for our avatars to be all things to all people.]
Movers (we call them Dynamic Simulations when we're being formal) are relatively simple programs that manipulate objects in the virtual world. In this exhibit, you can see a broom, a derby hat, Jimi Hendrix' guitar, a flying bone and oribiting planet, a stupid looking duck, an egg about to hatch, the Mitsubishi logo, and a flock of pteradactyls, all animated by very small programs with very low computrons. Message traffic for the moves is kept to a minimum due to a smooth motion mechanism that is part of the Open Community core, where only a start and end point, a trajectory, and a time are needed to set it off. Derek Schwenke programmed the complex dance of the Mitsubishi 3 diamonds in less than a half day (or it would have been a half day if he stopped playing with them).
It is this program based model that we believe in, and we think it does dovetail well with the present needs of applications developers. We actually doubt Open Community solves all the virtual world's problems, but we do think it works well enough to start to define them.