Archive for the 'Planning Applications' Category

Jul 07 2017

Unity 3D – Camera Build

One of the beauties, and for some of us the terror, of Unity is its nature as a gaming engine.  Basically it is a sort of 4D Integrated Development Environment (IDE) that makes it relatively efficient to design and build prototype or production game applications—including serious games.

The terror is that Unity is basically an extraordinary IDE for what is most likely C#, and the built-in components are very versatile yet very primitive, which can mean starting from very little.  The beauty includes experiences learning how to create just about anything from those primitives and realizing with some wonder that it’s possible not only to develop, but to actually become productive inside of a week of evenings.  Once I attained my basic understanding of the various (sometimes virtual-literally) moving parts, it was not difficult to identify a feature to add and get that added in one evening, over and over again to where things really accumulate.

Along with the beauty was an occasional burst of joy, as certain coding errors produce psychedelic visual experiences.  It has been very satisfying to reconnect with some old friends, the Quaternions.

https://youtu.be/vjMaYq0J2hQ

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Dec 11 2008

A time for OpenSim reflection – standalone Linden servers on the horizon

Silent though these pages be, much has been thought.  I’ve had some quality time with inquisitive Lindens and learned to expect some sort of standalone Linden server product along about 2009.  For me, that’s a game-changer as it’s hard enough to suggest (at work) creating content without also keeping up with an open source thread to stand that content up upon.

This past week I’ve made a real-life geographic shift for a family event, and learned that I’ve got a relation involved in the study of architecture.  That insight has reinvigorated my interest in Jon Brouchoud and some of his writing here.  The notion of architecture as it is currently an academic subject, versus architecture as a current professional practice, and the disruptive possibility of widespread virtual world deployment—this is a notion not so different from geographic science as an academic subject, GIS as a professional practice, and the possibility of immersive 3D disruption of the status quo.

Others in academic circles, including University College London, Centre for Advanced Spatial Analysis (CASA), published a Working Paper about the time this past summer when I was so focused on my 1:1 immersive build.  It was gratifying to see the CASA acknowledge Second Life technology’s place in the world of neogeography and geospatial informatics.

Sitting side by side yet somehow abstracted from mapping, gaming and digital earths
is Second Life and other similar virtual environments. Second Life and their like are
easy to dismiss as pure distraction and entertainment. Yet look under the lid of
Second Life and it contains one of the most powerful geographical data visualisation
kits available

And the fine writing and attention to detail of Jon / Keystone was spotlighted in NY Times’ Style magazine this past weekend.  It was a pleasure to share that link with architecture students!

It’s a big world, and immersive 3D systems must balance the tradeoff between quality and performant physics, and an economically practical level of large land areas served up to relatively sparse users, if we are to identify applications that consume vast tracts of GIS data.  Spanning that scale will require that standalone Linden servers have the ability to shortcut some of HAVOK’s demands to pile in many more than four regions per physical server.  After all, if I can get 100 regions stood up on a 1 GHz Celeron using OpenSim, then a four-threaded dual 64-bit Xeon server really ought to do the same for standalone Linden regions, right?  I surely hope so.

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Dec 01 2006

Land Use Planning Visualization

Published by under Planning Applications

It’s been recognized that one great potential use for a civic metaverse would be the visualization of proposed buildings. So if an architect’s rendering were used as a texture on a properly sized box (for starters) one might get an initial glimpse of a proposed structure. Further down the line, if an architect’s design could be rendered in prims and placed on the metaversal equivalent of the proposed building site, it would be possible for both planners and the public to view the propsed structure in context, potentially with some blocks representing adjacent structures and some prims to reflect existing trees.

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