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Status Report |
January 27th '01 |
Well it has been a while, but appropriate for the stage of
development. I have 5 binders of graphical references, drawings
of the "3 level" details, and documentation. starting
to scan in the references for textures. As a very interested
observer of the industry it is exciting to see many programs popping
up to make 3D engines available to the little guy. Unreal is
implementing their terrain engine and the ability to add up to 120
times the detail of Unreal Tournament. This is exactly what
Nemo's Mind needs. The Microsoft X- Box console promises to
bring us to a new level and of course the reality is that the PC is
never more than a few months behind any development in consoles.
Though it is hard to see the difference between the X-Box and my PC as
far as the internal structures - "Is it a console or a
computer?" is already an old argument. All these
developments mean true art is right around the corner. i love
this industry because money isn't the only driving factor. Many
times it is obvious that the love of the art is the only thing keeping
many projects and hardware moving forward! To the future!!
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August 1st '00 |
The latest big development in the maturing of the Net and 3D.
Real Networks of streaming audio and video have partnered with the
Lithtec engine to provide developers and small "garage"
projects an avenue of tools, 3D engine, game code, showcase and
sales. They hope to have a rack of episodic games updated
continually by us wannabe creators for the downloading public.
Not quite the same thing as the aim of Wild Tangent to support
streaming 3D but we can assume that what market one creates the other
will follow. So we celebrate the validation of the new market
and another step closer to having some great tools to make our virtual
worlds by using the game industries tools
c ya Kevin
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June 4th '00 |
The Tools of the future!! Here are some examples on the
evolution of 3d world editing tools (fluid dynamics is always a good
litmus test). It is exciting one year to see plug-ins into the
tools to simulate waves. And a plug-in to simulate fire.
Most of these at this time are slow and it can take a lot of time to
get several frames of animation or even to make a still shot.
But the competition keeps stepping up and the evolving of the tools is
evident. Some great physics engines are already in use that can
put all these aspects of the world into one package. Add that to
the advent of real time tools, meaning the ability to move a light
within the world you are creating, and immediately see the results,
and the reflections off of the surfaces. So to extrapolate
this: In 5 years you will be adding details to a ready made
world with a sun and moon moving across the sky, with clouds.
Want more wave action coming into your beach and make those clouds
move faster, and deform faster? Simply talk to your work
station, "Change the wind direction to come from the north-east
and make it a speed of 20 on the surface and speed 100 at cloud
altitude. The physics simulation will be impressive but still
leaving you the ability to do creative details versus sticking to
straight realism. And the other half of that tool
revolution to come after the voice recognition is the dance of the
hands. With voice I tell the view to rotate and back up.
Then I say that I am going to add beach. I reach forward with my
right hand and a digital version copies the exact same
movements. Like throwing down clay. Too much? Scoop
it away. Want more boulders on the transition from sand to
forest? "Give me boulders". And sprinkle them onto the
landscape. The popularity of world building tools could be
a popular as any God game.
While waiting on Wild Tangent I am using a basic strategy for
making textures. Save several stages for the future!! Save
one image with just solid colors with out detail textures. This
may be useful later on for making a bump map or even to use as the
primary texture and do all the detailing later on with either multiple
polygons or very detailed bump mapping. A bump map is a gray/black
and white image to match up with your color textures. The 3d
engine uses it to fake the height of different parts of the texture casting
shadows on where your gray scale image says your lows and highs
are. Another big save will be the image with the details.
It is important to make sure that your work is not saved with just
fake shadowing painted in. Later on you are stuck with all that
work and using a better engine that can make those shadows dynamic and
you are stuck with fake ones painted into your past work.
c ya Kevin
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May 11th '00 |
Since January we have seen the Alpha and Beta of the Wild Tangent
Game Driver (world editor). It now includes a terrain maker that
looks very promising. They added and now have 4 tutorials
included and their web angle is growing. At the Wild Tangent web
site they have shown their technologies ability to make audio 3D
interpreters and even games playing within a web browser. They
have some financial backing and will probably go public next year.
About tools. Terragen was great for making terrain to import
into the Wild Tangent editor and also good for scenery for sky
boxes. Perhaps their color map tools can also be used in the WT
editor to put a texture on your terrain. But an easier tool for
either making bump mapping or terrain shapes is Leveller.
To get to know a tool, use the undo button a lot.
This is probably the single most creative tool in any artistic
program. Knowing you can experiment and just backup is a great
habit to get into. Creativity will be yours. One
habit I have that really helps to get into the tools of the industry
is to bounce as much as possible from one program to another.
You will learn something from every program that can be applied to all
others: photo editors/graphic programs, modelers, world editors,
terrain makers, or even web page authoring tools. Learning
powerful programs can be frustrating so you must find a way to make it
fun for you. for you it might mean buying 5 books on just one of
those programs and learning it inside out and making your career on
that one specialty.
The first non-beta version of Wild Tangent will be out soon.
It is already powerful in its ability to key frame animate any
of its details. Once you learn the key framing you can
make lights pulsate. Structures rise up out of the ground.
Fly a camera along a path before inserting your player control.
And as in their tutorial make a pond lily move as if slowly moving
with a current of water.
If you want to know how to make a sky box (the far off background
in those 3D environments) then do the tutorial that comes with the WT
editor at WildTangent.com.
If you want to open your eyes then do these tutorials.
c ya Kevin
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January 7th '00 |
What a break!! Refreshed after the holidays. Been doing
research on the tools which I will spell out here when they are
actually used. I feel that next editor release coming out
soon! As each month goes by this industry and its
tools become easier, cheaper, and more creative. This project
just might become a one person project for the first few years.
But the promise is the same to bring all the ins and outs of the
experience to this update. Someone will come along
someday and be the first to follow all this information to make their
own virtual world and with tomorrows tools - even easier. To the
future! Feeling like 2000
c ya Kevin
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December 11th '99 |
Well here is the scoop - Wild Tangent and the Genesis3D engine
appear to be worth waiting on. In a few weeks the next version
of genedit will be out. The plan at this time is to start making
the height maps for the terrain. So when that tool arrives I
will have a process to tell you about. For the moment I am
taking advantage of a rare opportunity to chill out. I
personally view that as not an easy task for any body who fancies
themselves as developers. So I am polishing that skill at this
very moment. But I am still trudging along on the outlay of the
whole virtualworldnews.com site.
c ya Kevin
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November 27th '99 |
Improvements and activities:
- Virtual World News is functional - both sides of this web site
lean on and legitimize each other
- exciting development for the cultural and themes side of the design
document - Have made contact (Jules
Verne!) with a mail list for a Jules Verne
society. It contains a lot of good documentation and
hopefully some of these members can give some input on the themes
and even the design of Nemo's Mind. Even if only one or 2
members show interest it will be great input!
- still improving on the web site presentation design of the design
doc
- inches from registering this puppy to the directories and search
engines!
- What do you make of this little surprise? What
is this?
- one of the new web pages is "Leagues"
a collection of Jules Verne and 20,000 Leagues Under The Sea"
stuff from around the web
c ya Kevin
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November 13th '99 |
Improvements and activities:
- Been busy this week - changed the front door to show the
integration of Virtual World News and Nemo's Mind as having the
same goal to bring on the 2nd generation virtual worlds
- Also added an agenda
to spell it all out for the 2 parts of the site - this will be
useful as the vision for myself as I continue to improve the
communication of the design document and for the future team that
will use the document
- On the Design document I added 10
illustrations from the original Jules Verne novel
- Added an index of
indexes so the reader can explore the design
document in various paths that fit their interest and personality
- Hooked up the Forum
(link goes to the Nemo's Mind section) so readers can comment on
the design document and the contents of the news area as an
alternate form of feedback
- Added an index
of illustrations
c ya Kevin
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November 6th '99 |
Genesis3D version 2 developments:
- Wild Tangent has announced they will further develop the free
Genesis3D version 1 and Genesis3D version 2 will be available for
free use by small time developers - David Stafford just posted his
new site Jet3D.com and his version
of version 2 will remain free with out any restrictions - Jet3D
will become even more community based open development than
previous kind of like the development of the CrystalSpace engine
(another open development 3D engine) - things are looking good on
those fronts - even more choices for the engine Nemo's Mind will
use
Improvements and activities:
- found a beautiful digital model of the Nautilus submarine at 3DCafe.com
- trying to track down the original author, Syd - here is the
first glimpse - need to research
the use of a model using the Disney version - it may be hard to
create a submarine that will have the features of the
nautilus/cuttlefish creature without looking like the Disney
version - they went off the novels approach that the submarine
looks like a sea monster and then by going off the name Nautilus
you end up with the giant eyes (the giant round parlor windows on
each side of the submarine - and the fins along the top and bottom
- one possible improvement on the Disney design would be to get
rid of the tentacle styled point on the front end since the front
end of the cuttlefish is sharp anyway - also the combine the
steering compartments 2 windows into one by moving the fin and
cockpit apart (in the Disney design the fin and cockpit are
attached and forces to separate windows, looks cool but not the
best for the actual explorer in our program to use if they wish to
pilot the Nautilus
- in the process of changing the front door to the site - so going
to virtualworldnews.com brings you to a bigger screen with the
philosophies behind the Nemo's Mind and Virtual World News meshing
- I will also loosen up the initial presentation of Nemo's Mind to
give different avenues for readers to explore the site and move
away from the initial screens being just design document centered
concept/treatment pages - the project presentation needs to adjust
to the fact that it will become a web site exposing the program
and not just the design document for it - I think this will make
the web site a better template for those who wish to borrow the
set up to hype future virtual world projects
c ya next week Kevin
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October 30th '99 |
Genesis3D version 2 developments:
- hmm - well things have changed on the Genesis3D ver 2 front -
Eclipse has split - Wild Tangent (see the VWN
news post here) bought the Genesis engine for use on the web
side but David Stafford still has the rights to the engine as a
game engine - need to see how this pans out
- good time to take a break from the project for a week - the
bleakest future is still very bright - the design document will
still press on until version 2 of the engine is ready - still in
no hurry to start gathering a team together until that shakes out
- over the next month will still work on the tutorial :)
- this is a good time to devote my self to the other half of this
web site and start getting the VWN going daily - need to get the
forum linked up!
c ya next week Kevin
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October 23rd '99 |
Genesis3D version 2 developments:
- first glimpse of the terrain possibilities at the Genesis forum
Improvements and Activities:
- the whole Nemo's Mind project so far is an attempt to excite the
imaginations of future developers while waiting for the Genesis
engine - so this design document must have various ways to attract
the attention of the possible reader - with this thought I have
launched a more formal approach to showing the ins and outs of
this creature the interactive industry calls the design document -
I have added the tutorial to better
explain the many subtle and important goals of a design document -
I have also added some of the terminology to the oval headers of
the intro of this design document which has been renamed the
Concept/Treatment
- so far have only broadcasted the design document to the Genesis
forum and a few news groups - still catching up with inputs and
shaping for more exposure
c ya next week Kevin
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October 16th '99 |
(editor note: these weekly updates are an example of how
often the updates will come when the technical aspects are explored in
the development of Nemo's Mind)
Improvements and Activities:
- received outstanding input from Daniel007 of the Genesis Forum
- his input to give more "air" was just the concept
this design.doc needed for better visual presentation - for air:
added space between all oval/half oval headers and the text ,
added visuals to the intro page, added air to the sides of the
text and all graphics in maps and pictures - before this I was
looking at the graphics as just side shows and I know
subconsciously I knew the lay out of the 3 level plan map pages
and graphics were ugly - with very little effort the text and
pictures are no longer jammed against the edge of the screen and
look much better - thanks Daniel
- also from Daniel's critique I may separate all text in the
"Terrain" areas of the document into short and long term
notes - could even do this with special bullets to add visual and
indication of what details we are shooting for in the early
releases compared to several years down the line
- the next step for critiquing will be the newsgroups/user groups
- will post the design doc to virtual threads and game design -
after that dries up then go to the next levels - hopefully as it
goes more and more public, it looks better and better, more
imagination inspiring and therefore more input!
Short term goals:
- playing with that beautiful tool - Terragen to make the 3
skyboxes for the observatory level of the 3 level plan - there are
so many variables to this powerful tool that you can change the
color of the clouds by changing the color of the sun, atmosphere,
and the clouds themselves along with atmospheric haze etc. -
will post those as they go
c ya next week Kevin
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October 8th '99 |
Goals until Genedit2:
-
just put up the design document - will gather input
while waiting for Genedit2 (possibly the end of October) - if you are unfamiliar with the Genesis3D
then you have to check it out - please see the G3D
Resource page
- development of the first 3 levels will
begin after collecting input from the Genesis community, the industry,
and Genedit2 is ready
- contributors: if any artists have textures that would look good in the first 3
levels please steer me to them or e-mail them. Full credits on
this page and on the shareware. Avatar makers: since the models can now get
very fancy and participants in near future will be buying custom models directly from you
- this is your chance to do the advertising as you will get full credit
- refer to the 3 level plan
Short term goals:
- add more
graphics to the 3 level pages
- flesh out the 3 level plan
- finish up the G3D resources page
- set polygon limit on avatars
- set scale
of levels
- set limits on texture sizes
- set responsibilities within
team on the initial 3 levels
- set up communication and data sharing procedures and archiving
- start soliciting team members through out the internet - this
will probably have lots of attention on this weekly update page
- looking forward to sharpening the design document through the
input of the Genesis community and then the industry - first
publicizing stop is the Genesis Forum - will put their input on
next weeks update
c ya next week Kevin
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1999-2001 by
H. Kevin Long - Nemo's Mind TM
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