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- From: hpengwyn@cix.compulink.co.uk (John Styles)
- Newsgroups: sci.virtual-worlds
- Subject: Dimension International
- Message-ID: <1juvusINN1ou@shelley.u.washington.edu>
- Date: 19 Jan 93 19:10:00 GMT
- Article-I.D.: shelley.1juvusINN1ou
- Organization: University of Washington
- Lines: 61
- Approved: cyberoid@milton.u.washington.edu
- NNTP-Posting-Host: stein.u.washington.edu
- Originator: hlab@stein.u.washington.edu
-
-
- I am surprised that Dimension has not responded to these comments about
- the software as I know they have an on-line presence (the same system
- that I am on).
- cdshaw@cs.UAlberta.ca says:
- >>All the graphics were designed by Dimension International and
- >>basically the whole thing was a walk-through environment rather than
- >>immersion HMD-like stuff. There was also no way for the player to
- >>change their perspective other than to turn their figure around.
- >
- >In other words, the usual low-budget VR system - 10K polys/second,
- >fixed environment, the user controls only the (strictly limited) rate
- >of change of position and orientation.
-
- The software
- a) is NOT just static walk-throughs. I realise that you have
- a disadvantage in discussing something that you haven't seen. Far from it, the-
- y
- have all sorts of clever demos including one where lots (20ish) of dodgem-cars-
- drive
- round all following the same program but with randomised initial conditions
- and interacting with each other, the sides of the track and a ball they're
- 'kicking' round. The user can also interact with things either by mouse clicks-
-
- or by the viewpoint walking into them - the viewpoint can be attached to movin-
- g
- items (e.g. follow one of these cars round) and it can display multiple viewpo-
- ints
- simulateously
- b) is relatively cheap UKP3500 (double this if you want to program it
- in 'C' as well as its built in language [see c below])
- c) it runs under DOS on PCs. Dimension were a games company before and
- I suspect the software has large amounts written in assembler so I don't
- forsee them porting it in the near future (I have no connection with them
- so this is just an educated guess).
- d) is function rich. Certainly comparted to WorldToolKit (i.e. it has a certai-
- n
- amount of dynamics / gravity / coefficients of friction built in). It
- has a built in programming language ('C' like) in which you can specify
- actions attached to objects (e.g. 'on mouse click' do this, 'on colision'
- do this).
- e) has an object editor (i.e. unlike Sense-8's thing you don't have to
- muck around with DXF files, you can design them in the system and can even
- fly around models (though in this mode they are just fly-through) whilst
- positioning objects etc).
- f) supports flat-screen (SVGA with some subset of SVGA cards) only. The input
- device is typically Space-Ball. I realise that whether this sort of thing
- is 'really' VR is a theological issue in this conference but I have to say
- that...
- g) on flat screen it looks a hell of a lot better than WorldToolKit in terms
- of frame rate and that's with WorldTookKit using a special display with
- RISC procesor. Needless to say a 486DX2 66MHz helps (!)
-
- I have no idea what the polygon per second rate is. When I get my hands on
- a copy I shall have a go if someone will tell me what a good test is.
-
- This is not to say that WorldToolKit lacks merit, it's just that for my
- money Superscape (the name of the product) is Cheaper and Faster and has
- far more features - provided of course you want to run on a screen and on
- a PC. It is almost at a price whereby I might consider buying one with
- my own money... be the first on your block with a VR system!
-