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Activeworlds to Change Rendering Engine
Previous: Tech Talk 13 - Topic Roundup Next: There.com Users to Receive Free Active Worlds Citizenship
Published: January 10, 2010
Category: 1
Author: Mark Randall
Editor: Mark Randall
Modified: January 10, 2010
Chrispeg offered information on a huge change in the development of Activeworlds, with the focus on implementing a brand new rendering engine to take over from the now defunct Renderware.

Chrispeg announced that one of the new goals for the next stage of Activeworlds development would be to replace the current version of Renderware with a more modern and powerful rendering engine and that this change would be a very large task to complete, but that no decision had yet been made on exactly which engine would be utilised.

He stressed that the rendering engine chosen would be portable and able to run on multiple systems such as Windows, MACs, Linux and possibly even handhelds and that it would be released as a "second product" from Activeworlds, Inc alongside the main windows based browser.

It was mentioned that when viewing demos of new engines the Activeworlds modelling staff were excited about the graphical capabilities of the new formats and features that would be available. It was mentioned that Activeworlds would attempt to ensure as much backwards compatibility as possible with the old RWX and COB formats which are used for the vast majority of existing paths.

Could one of these powerhouse programs be the future engine of Activeworlds?
Could one of these powerhouse programs be the future engine of Activeworlds?

Chrispeg mentioned that because of portability constraints it would not be possible to use any Windows specific GUI features and that an initial release would likely be a form of Activeworlds Lite browser with cut down functionality in exchange for the ability to run on a more diverse group of systems.

Talisan questioned if the current worlds, object path servers etc would become obsolete at the point that a new multi platform browser was released.

Chrispeg replied that they expected to use the same version of SDK and same world servers for the new client, and that only the client side front end would be effected, however as time went on and to get the most benefit out of the new rendering engine and its capabilities there would need to be additional changes to the world servers which may create incompatibilities between Activeworlds and Activeworlds Lite - but any such event would be far down the line.

Support for multiple operating systems may be available within a year
Support for multiple operating systems may be available within a year

As the new rendering engine will be completely different from Renderware there may be several major differences in the visual style of certain elements such as the lighting but there would however be support for multiple back end technologies such as DirectX 8, 9 and 10, OpenGL and Software Rendering.

It is expected that a beta tool would be available for testing within approx half a year of starting the development.

It has not yet been decided exactly which engine will be used. However the most powerful of these, CryEngine has good ods, having already seen action in real time environments performing a function similar to Activeworlds.

More details will be released later on what sort of platforms will be able to be targeted.

Link to this Article

BBCode: [url=http://www.awportals.com/articles/article.php?a=324]Activeworlds to Change Rendering Engine[/url]
 
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Comments

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Hyper Anthony commented:
I doubt we'll hear anything more on this for a while. It's certainly a good direction to be heading in, though!
Jan 10, 2010
Profile
Mark Randall commented:
I think you're probably right, but that they've mentioned it publicly at least means that the message has gotten through that a new engine is essential to the long term success of the platform.
Jan 10, 2010
Profile
peteh commented:
I was very excited to hear about a new graphics engine for AW. I do however have concerns over backward compatibility. I am usually very conservative and during the 4.1 beta I was often in conflict in trying to keep the integrity of old builds. I think now however is the perfect time for a complete re-write. My reasoning is that it will give the programmers the opportunity to write clean and efficient code. I think this freedom will make for a leaner meaner program.
Jan 10, 2010
Profile
FC360 commented:
a new graphic engine, that's great news woohoo, the ability to go on AW on my mobile device is so great. *crosses fingers and hopes they announce if it will be on Iphone or windows mobile so I can get 1 of those devices when contract runs out*
Jan 10, 2010
Profile
Artist3d commented:
This all sounds very promising for advancing the look and feel of virtual reality. As it stands I imagine AVATAR the movie has opened up more of the public's eyemagination regarding what has always been the promise of vicarious experiential aspects of VR.

Good to hear ActiveWorlds is continuing its R&D to advance its technology. The freedom to build without additional costs once you own a world and to add personally customized models and avatars has always been AW's strength over the competition and I hope they carry this philosophical sense of empowerment forward through all iterations of their browser.
Jan 21, 2010
Profile
Darian Knight commented:
Why does this sound so familiar.... oh right. [flashback to being banned for eternity from AW Forums]

I can say that it won't be CryEngine just on the basis that it's a static system. Environments are pre-compiled using that system, which is where BlueMars made the mistake. Possibly Unreal would be a good bet since the cost of using it is negligible and it's a powerful engine, though still under constraint of third party closed source. One of the open source engines might be likely in terms of AWI using it since OpenSource appeals to their need to be able to not hit development dead ends going forward, and stuff like OGRE3D is pretty powerful comparatively.

It's nice to see three years later that the point got across. Now I suppose that the question is whether it'll take another 3-6 years before it actually happens, or if this is just fluff. I would definitely like to see ActiveWorlds come out ahead with a new and more powerful system. On that note, I'd make the suggestion of them implementing Allegorithmic into the next gen system for Procedural Textures. That would give AWI one hell of an edge (aside from implementing things that are now considered common in the VR market).

I wish AWI the best of luck on this going forward. Here's to the stop-gap and the hopes that AWI doesn't do the bare minimum on this.
Feb 18, 2010
Profile
Amircot commented:
Speculation
Mar 05, 2010
Profile
fhf2548 commented:
Dunia Is Better
Jul 25, 2010

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