Game Development Reference
In-Depth Information
created an Android-based tablet app for Second Life, and as tablet use increases, more virtual world applica-
tions for them will appear. This in turn will probably have an impact on your design considerations, perhaps
by limiting the amount of 3D detail you can do or the amount of texture memory you will have available.
When you are designing for multiple platforms, you should always look at the smallest, most limiting one
irst. Make that your benchmark design and embellish the other versions later, once your design runs well on
the smallest platform.
9.5.2 n eW u ser i nTerfaCes : T ouCh , V oiCe , and g esTure
Meeker's report also shows us that we are interfacing with the online world more frequently in “natural”
body-based ways; the GUI (graphical user interface) has given way to the NUI (natural user interface) as
we touch, talk, and gesture toward our devices. It is not a big stretch to imagine voice-to-object creation.
Kyle Gomboy (G23D Studio) has approached that with his new application, called 2Cube. This is a system
that utilizes the Kinect motion capture data in unison with a 3D modeler, allowing users to create 3D models
with their hands and voice. Think of a 3D model building and editing itself as the designers talk about its
structure in a virtual meeting. How would you design a presentation room for that? Perhaps it should be a vast
open space surrounded by seating, like an arena theatre, amphitheater, or agora?
9.6 PROJECT: BUILDING AN IDEAGORA FOR YOUR TEAM
This project is about making a space that encourages ideas and communication for your team members.
It would be best done with a group of three to ive people, but you can also try it yourself and show it to
some of your buddies in OpenSim or Second Life. One version of an Ideagora mesh model is provided with
this chapter's content (Ideagora.dae) and can be found at http://www.anncudworthprojects.com/ under the
Virtual World Design Book downloads section. It has been designed as a modular system of screens, walls,
and other parts that you can break apart and assemble in any manner you choose.
9.6.1 s eTTing u p The T errain and l oading in The e lemenTs for The i deagora
9.6.1.1 Setting Up the Terrain
You will need a lat, clear rectangular area 50 by 35 meters to accommodate the model provided with this
chapter. In Figure 9.6, the custom Ideagora terrain height map and its resultant landform are shown. This was
designed to showcase the Ideagora model; you could alternatively put the model in a skybox or on a plateau
if desired.
9.6.1.2 Loading in the Ideagora
After you have prepared the terrain (or platform), upload the Ideagora. dae ile using the afiliated Ideagora_
Physics.dae ile to set the LOD under the Physics tab in the Upload menu. Now would be a good time to
review the information about uploading procedures in Chapter 2, Section 2.3, if you have not already done so.
Once you get the Ideagora model into your inventory, complete with textures, then drag it from your inven-
tory, and center it on your available space using the x and y coordinates. Lower it into position on the z axis,
when you have it centered on your terrain or platform. In Figure 9.7, the Ideagora is located at 128,128 at the
center of the simulator region.
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