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by Dallas 30. November 2012 06:50

Q&A Enjoy!

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Happy Holidays!

by Ian 22. December 2011 07:32

Happy Holidays from all of us at the development team. :)

In case you wonder what we've been working on the past little while, let me share a secret with you. We're not planning to keep all of the virtual worlds network for ourselves. We want to share it - with you, with other developers, and with the whole world!

To accomplish that, we're building on the new OAuth system we put in place with UVDeviant. It basically lets us use a system much like Facebook's permissions to grant access to third party developers safely and give you (the users) the ability to revoke that permission from them at any time, easily.

The idea then is to let many different tools tap into this information through the same pipeline. Then it also becomes easy to let a third-party provider build a new tool for you and you can decide if, when and how you want to use it. There can then be new social centers, new user-driven markets, new chat program, or new tools we can't even imagine right now!

If that's not enough, there'll even be avenues for new worlds to open up to people - hosted by another world provider that you can move between as comfortably as you move between pages on different websites.

Won't that be awesome? ;)

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Objects: Old Versus New

by Dallas 28. November 2011 11:44

Here are some examples of converted props.  Look at the difference the new lighting and shaders have on the environment.

comparisonPropsZabyLobby.jpg (807.65 kb)

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Screenshots: Old Regions inside New Client

by Dallas 14. October 2011 10:02

The 3D Art Team has been working with Client Dev on creating a tool for converting regions used in the old virtual worlds into Unity scenes. Below are a few screen shots that compare old regions with the exported regions.  There is also a zip file with many more comparison screenshots of the old regions converted to Unity.

The tool essentially converted the old maps, duplicated the lights and created collision. The lighting for all the old maps needed adjustments so we went in to the new editor and started to modify the lights brightness so you can see region. Lighting in the new client is far superior and we haven't even put on Reflection, Bump Maps/Normal Maps, directional lights and dynamic shadows. In the Zaby Lobby photos you can see the new floor has a normal map/bump map attached to it which creates that bump in the texture to pop out.
   

High Resolution Images in Zip File

screenshots.zip (7.55 mb)

 

Sample Preview  Images

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Welcome to the VWW Team Blog!

by Admin 13. October 2011 06:51

Welcome! If you're here, you must be excited to learn more about the groundbreaking new technology under development by the Virtual World Web Inc. This blog will be maintained by our development teams as we build the next generation of our 3D world software. You'll hear voices from the client (viewer) team, the server & network infrastructure team, the art team, and more as we go forward.

We are excited to share our development experience with you, so please stay tuned!

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