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		<title>Cycling 74  &#187;  Topic: Unity 3d</title>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-33642</guid>
					<title><![CDATA[Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-33642</link>
					<pubDate>Wed, 12 Sep 2007 02:34:45 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>Has anyone used this app<br />
<a href="http://unity3d.com" rel="nofollow">http://unity3d.com</a><br />
looks pretty amazing, I was wondering if anyone had tried uniting (no pun intended) it with max.  I wish Jitter had some of this visual quality with the glows, reflection/refraction, blurs, and realtime shader effects.</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112312</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112312</link>
					<pubDate>Wed, 12 Sep 2007 02:48:10 +0000</pubDate>
					<dc:creator>ico</dc:creator>

					<description>
						<![CDATA[
						<p>I built a plug-in for Unity based on a forum post from another Unity user<br />
(see Unity forums) which simply does a bi-directional exchange of data via<br />
TCP/IP or UDP packets. Currently it is not a very robust solution since it<br />
allows only one data stream per socket (in part since I did not feel like<br />
reinventing the wheel with OSC-like parsing). So, not ideal, but currently<br />
the only option since Unity does not (yet?) have OSC support.</p>
<p>When I dig the plug-in up I&#8217;ll gladly post it on the list.</p>
<p>Best wishes,</p>
<p>Ivica Ico Bukvic, D.M.A.<br />
Composition, Music Technology, CCTAD, CHCI<br />
Virginia Tech<br />
Dept. of Music &#8211; 0240<br />
Blacksburg, VA 24061<br />
(540) 231-6139<br />
(540) 231-5034 (fax)<br />
<a href="mailto:ico@vt.edu">ico@vt.edu</a></p>
<p><a href="http://www.music.vt.edu/people/faculty/bukvic/" rel="nofollow">http://www.music.vt.edu/people/faculty/bukvic/</a></p>
<p>
> &#8212;&#8211;Original Message&#8212;&#8211;<br />
> From: <a href="mailto:maxmsp-bounces@cycling74.com">maxmsp-bounces@cycling74.com</a> [mailto:maxmsp-bounces@cycling74.com]<br />
> On Behalf Of Nicholas C. Raftis III<br />
> Sent: Tuesday, September 11, 2007 10:35 PM<br />
> Subject: [maxmsp] Unity 3d<br />
> <br />
> <br />
> Has anyone used this app<br />
> <a href="http://unity3d.com" rel="nofollow">http://unity3d.com</a><br />
> looks pretty amazing, I was wondering if anyone had tried uniting (no pun<br />
> intended) it with max.  I wish Jitter had some of this visual quality with<br />
> the glows, reflection/refraction, blurs, and realtime shader effects.<br />
> &#8211;<br />
> -=ili!ili=-  <a href="http://www.Axiom-Crux.net" rel="nofollow">http://www.Axiom-Crux.net</a>  -=ili!ili=-</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112313</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112313</link>
					<pubDate>Wed, 12 Sep 2007 03:41:05 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>Ive done some things with Unity3D, and I think I will be using it  <br />
much more often. Its really impressive stuff, super easy to get in  <br />
to. I highly recommend it in lieu of things like torque, etc.</p>
<p>
On Sep 11, 2007, at 10:48 PM, Ivica Ico Bukvic wrote:</p>
<p>> I built a plug-in for Unity based on a forum post from another  <br />
> Unity user<br />
> (see Unity forums) which simply does a bi-directional exchange of  <br />
> data via<br />
> TCP/IP or UDP packets. Currently it is not a very robust solution  <br />
> since it<br />
> allows only one data stream per socket (in part since I did not  <br />
> feel like<br />
> reinventing the wheel with OSC-like parsing). So, not ideal, but  <br />
> currently<br />
> the only option since Unity does not (yet?) have OSC support.<br />
><br />
> When I dig the plug-in up I&#8217;ll gladly post it on the list.<br />
><br />
> Best wishes,<br />
><br />
> Ivica Ico Bukvic, D.M.A.<br />
> Composition, Music Technology, CCTAD, CHCI<br />
> Virginia Tech<br />
> Dept. of Music &#8211; 0240<br />
> Blacksburg, VA 24061<br />
> (540) 231-6139<br />
> (540) 231-5034 (fax)<br />
> <a href="mailto:ico@vt.edu">ico@vt.edu</a><br />
> <a href="http://www.music.vt.edu/people/faculty/bukvic/" rel="nofollow">http://www.music.vt.edu/people/faculty/bukvic/</a><br />
><br />
><br />
>> &#8212;&#8211;Original Message&#8212;&#8211;<br />
>> From: <a href="mailto:maxmsp-bounces@cycling74.com">maxmsp-bounces@cycling74.com</a> [mailto:maxmsp- <br />
>> <a href="mailto:bounces@cycling74.com">bounces@cycling74.com</a>]<br />
>> On Behalf Of Nicholas C. Raftis III<br />
>> Sent: Tuesday, September 11, 2007 10:35 PM<br />
>> Subject: [maxmsp] Unity 3d<br />
>><br />
>><br />
>> Has anyone used this app<br />
>> <a href="http://unity3d.com" rel="nofollow">http://unity3d.com</a><br />
>> looks pretty amazing, I was wondering if anyone had tried uniting  <br />
>> (no pun<br />
>> intended) it with max.  I wish Jitter had some of this visual  <br />
>> quality with<br />
>> the glows, reflection/refraction, blurs, and realtime shader effects.<br />
>> &#8211;<br />
>> -=ili!ili=-  <a href="http://www.Axiom-Crux.net" rel="nofollow">http://www.Axiom-Crux.net</a>  -=ili!ili=-<br />
></p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112314</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112314</link>
					<pubDate>Wed, 12 Sep 2007 12:51:13 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>by torque are you referring to the dj rig?  </p>
<p>I love the visual quality of unity.  Funny enough I thought of you when I first thought of integrating with max.  </p>
<p>ico, would be interested in seeing your plug though with my current max patches getting anything useful out of the results would probably need to send more then 15 channels of midi data.</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112315</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112315</link>
					<pubDate>Wed, 12 Sep 2007 15:41:41 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>Torque is a semi open source game engine, similar to Unity3D, but the  <br />
IDE is cross platform. Its not nearly as polished as Unity3D is 
topic></p>
<p><a href="http://www.garagegames.com/" rel="nofollow">http://www.garagegames.com/</a></p>
<p>The stuff ive done with Unity is incredibly limited, but was enough  <br />
for me to buy a license,  its really quite fun to work with.  <br />
Especially the Physics part of it.</p>
<p>On Sep 12, 2007, at 8:51 AM, Nicholas C. Raftis III wrote:</p>
<p>><br />
> by torque are you referring to the dj rig?<br />
><br />
> I love the visual quality of unity.  Funny enough I thought of you  <br />
> when I first thought of integrating with max.<br />
><br />
> ico, would be interested in seeing your plug though with my current  <br />
> max patches getting anything useful out of the results would  <br />
> probably need to send more then 15 channels of midi data.<br />
> &#8211;<br />
> -=ili!ili=-  <a href="http://www.Axiom-Crux.net" rel="nofollow">http://www.Axiom-Crux.net</a>  -=ili!ili=-</p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112316</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112316</link>
					<pubDate>Wed, 12 Sep 2007 18:18:14 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>I sure hope they add some sort of physics in jitter 2.0</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112317</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112317</link>
					<pubDate>Thu, 13 Sep 2007 02:12:05 +0000</pubDate>
					<dc:creator>Rob Ramirez</dc:creator>

					<description>
						<![CDATA[
						<p>luaODE</p>
<p><a href="http://www.cycling74.com/twiki/bin/view/Share/WesleySmith" rel="nofollow">http://www.cycling74.com/twiki/bin/view/Share/WesleySmith</a></p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112318</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112318</link>
					<pubDate>Thu, 13 Sep 2007 02:23:56 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Never tried unity but it does look nice.  Jitter does have blur<br />
effects and I&#8217;ve posted examples of reflection/refraction which I can<br />
post again if you need them.</p>
<p>wes</p>
<p>On 9/11/07, Nicholas C. Raftis III <dynamicell @hotmail.com> wrote:<br />
><br />
> Has anyone used this app<br />
> <a href="http://unity3d.com" rel="nofollow">http://unity3d.com</a><br />
> looks pretty amazing, I was wondering if anyone had tried uniting (no pun intended) it with max.  I wish Jitter had some of this visual quality with the glows, reflection/refraction, blurs, and realtime shader effects.<br />
> &#8211;<br />
> -=ili!ili=-  <a href="http://www.Axiom-Crux.net" rel="nofollow">http://www.Axiom-Crux.net</a>  -=ili!ili=-<br />
></dynamicell></p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112319</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112319</link>
					<pubDate>Thu, 13 Sep 2007 18:22:47 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>id be curious to see the reflect refract for sure,  I know of the reflective property but how do you get it to reflect objects in the scene?</p>
<p>also those luaODE physics objects aren&#8217;t really that intuitive to use in my experience, Ill check em out again and see if I can get it but no tsure at the moment.</p>
						]]>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112320</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112320</link>
					<pubDate>Thu, 13 Sep 2007 18:45:00 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>> id be curious to see the reflect refract for sure,  I know of the reflective property but how do you get it to reflect objects in the scene?</p>
<p>That requires much more doing.  You have to render the scene to<br />
texture first or do ray tracing.  I don&#8217;t even think unity does this<br />
except for the special case of the water component.  I&#8217;ll post the<br />
shaders in a bit.</p>
<p>><br />
> also those luaODE physics objects aren&#8217;t really that intuitive to use in my experience, Ill check em out again and see if I can get it but no tsure at the moment.</p>
<p>luaODE does require some knowledge of ODE and currently only exposes<br />
ODE as a low-level interface without building any higher level<br />
representations.  Out of curiosity, what would be intuitive to use in<br />
your opinion?</p>
<p>wes</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112321</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112321</link>
					<pubDate>Thu, 13 Sep 2007 19:08:01 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>Well, that gets to be a complicated question, but for intuitive use,  <br />
I have to say, Unity does a quite good job. However, its pretty  <br />
explicit what is to be expected from Unity,, so the Unity programmers  <br />
have the added benefit of knowing before hand what the users will  <br />
want. With Jitter, that obviously isnt the case, and more work will  <br />
have to be done by the programmer. Sometimes its ok to not be  <br />
intuitive :D</p>
<p>if there could be a method of attaching to a matrix or named gl  <br />
object some extra data for physical modeling, similar to how with gl,  <br />
you specify a draw type, or a shader with @name, you could have  <br />
objects that specify some sort of physical behaviour, name them and  <br />
bind them to matrices or gl objects?</p>
<p>just a quick thought :)</p>
<p>On Sep 13, 2007, at 2:45 PM, Wesley Smith wrote:</p>
<p>>> id be curious to see the reflect refract for sure,  I know of the  <br />
>> reflective property but how do you get it to reflect objects in  <br />
>> the scene?<br />
><br />
> That requires much more doing.  You have to render the scene to<br />
> texture first or do ray tracing.  I don&#8217;t even think unity does this<br />
> except for the special case of the water component.  I&#8217;ll post the<br />
> shaders in a bit.<br />
><br />
>><br />
>> also those luaODE physics objects aren&#8217;t really that intuitive to  <br />
>> use in my experience, Ill check em out again and see if I can get  <br />
>> it but no tsure at the moment.<br />
><br />
> luaODE does require some knowledge of ODE and currently only exposes<br />
> ODE as a low-level interface without building any higher level<br />
> representations.  Out of curiosity, what would be intuitive to use in<br />
> your opinion?<br />
><br />
> wes</p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112322</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112322</link>
					<pubDate>Thu, 13 Sep 2007 19:28:02 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>so the biggest problem with physical modelling in Jitter is with mesh<br />
objects, especially if they&#8217;re dynamic.  The gridshapes mostly have<br />
corrolary physical primitives like boxes, cylinders, spheres, etc. and<br />
would be straightforward to implement.</p>
<p>wes</p>
<p>
On 9/13/07, vade <doktorp @mac.com> wrote:<br />
>  Well, that gets to be a complicated question, but for intuitive use, I have<br />
> to say, Unity does a quite good job. However, its pretty explicit what is to<br />
> be expected from Unity,, so the Unity programmers have the added benefit of<br />
> knowing before hand what the users will want. With Jitter, that obviously<br />
> isnt the case, and more work will have to be done by the programmer.<br />
> Sometimes its ok to not be intuitive :D<br />
><br />
> if there could be a method of attaching to a matrix or named gl object some<br />
> extra data for physical modeling, similar to how with gl, you specify a draw<br />
> type, or a shader with @name, you could have objects that specify some sort<br />
> of physical behaviour, name them and bind them to matrices or gl objects?<br />
><br />
> just a quick thought :)<br />
><br />
><br />
> On Sep 13, 2007, at 2:45 PM, Wesley Smith wrote:<br />
><br />
><br />
> id be curious to see the reflect refract for sure,  I know of the reflective<br />
> property but how do you get it to reflect objects in the scene?<br />
><br />
> That requires much more doing.  You have to render the scene to<br />
> texture first or do ray tracing.  I don&#8217;t even think unity does this<br />
> except for the special case of the water component.  I&#8217;ll post the<br />
> shaders in a bit.<br />
><br />
><br />
><br />
> also those luaODE physics objects aren&#8217;t really that intuitive to use in my<br />
> experience, Ill check em out again and see if I can get it but no tsure at<br />
> the moment.<br />
><br />
> luaODE does require some knowledge of ODE and currently only exposes<br />
> ODE as a low-level interface without building any higher level<br />
> representations.  Out of curiosity, what would be intuitive to use in<br />
> your opinion?<br />
><br />
> wes<br />
><br />
> v a d e //<br />
><br />
> <a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
> abstrakt.vade.info<br />
><br />
><br />
><br />
><br />
><br />
></doktorp></p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112323</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112323</link>
					<pubDate>Thu, 13 Sep 2007 19:47:42 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>and dont forget jit.gl.model!!! Please! :):) I think for models/ <br />
meshes like those, simple bounding boxes would probably suffice.  <br />
Infact, I believe this is what happens in Unity as well.</p>
<p>you might be able to calculate more correct modeling for complex  <br />
meshes in Unity, but obviously at the expense of some overhead.</p>
<p>
On Sep 13, 2007, at 3:28 PM, Wesley Smith wrote:</p>
<p>> so the biggest problem with physical modelling in Jitter is with mesh<br />
> objects, especially if they&#8217;re dynamic.  The gridshapes mostly have<br />
> corrolary physical primitives like boxes, cylinders, spheres, etc. and<br />
> would be straightforward to implement.<br />
><br />
> wes<br />
><br />
><br />
> On 9/13/07, vade <doktorp @mac.com> wrote:<br />
>>  Well, that gets to be a complicated question, but for intuitive  <br />
>> use, I have<br />
>> to say, Unity does a quite good job. However, its pretty explicit  <br />
>> what is to<br />
>> be expected from Unity,, so the Unity programmers have the added  <br />
>> benefit of<br />
>> knowing before hand what the users will want. With Jitter, that  <br />
>> obviously<br />
>> isnt the case, and more work will have to be done by the programmer.<br />
>> Sometimes its ok to not be intuitive :D<br />
>><br />
>> if there could be a method of attaching to a matrix or named gl  <br />
>> object some<br />
>> extra data for physical modeling, similar to how with gl, you  <br />
>> specify a draw<br />
>> type, or a shader with @name, you could have objects that specify  <br />
>> some sort<br />
>> of physical behaviour, name them and bind them to matrices or gl  <br />
>> objects?<br />
>><br />
>> just a quick thought :)<br />
>><br />
>><br />
>> On Sep 13, 2007, at 2:45 PM, Wesley Smith wrote:<br />
>><br />
>><br />
>> id be curious to see the reflect refract for sure,  I know of the  <br />
>> reflective<br />
>> property but how do you get it to reflect objects in the scene?<br />
>><br />
>> That requires much more doing.  You have to render the scene to<br />
>> texture first or do ray tracing.  I don&#8217;t even think unity does this<br />
>> except for the special case of the water component.  I&#8217;ll post the<br />
>> shaders in a bit.<br />
>><br />
>><br />
>><br />
>> also those luaODE physics objects aren&#8217;t really that intuitive to  <br />
>> use in my<br />
>> experience, Ill check em out again and see if I can get it but no  <br />
>> tsure at<br />
>> the moment.<br />
>><br />
>> luaODE does require some knowledge of ODE and currently only exposes<br />
>> ODE as a low-level interface without building any higher level<br />
>> representations.  Out of curiosity, what would be intuitive to use in<br />
>> your opinion?<br />
>><br />
>> wes<br />
>><br />
>> v a d e //<br />
>><br />
>> <a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
>> abstrakt.vade.info<br />
>><br />
>><br />
>><br />
>><br />
>><br />
>></doktorp></p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112324</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112324</link>
					<pubDate>Thu, 13 Sep 2007 20:01:14 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>I could see some kind of convex hull collision working quite well for<br />
jit.gl.model.</p>
<p>wes</p>
<p>On 9/13/07, vade <doktorp @mac.com> wrote:<br />
>  and dont forget jit.gl.model!!! Please! :):) I think for models/meshes like<br />
> those, simple bounding boxes would probably suffice. Infact, I believe this<br />
> is what happens in Unity as well.<br />
><br />
> you might be able to calculate more correct modeling for complex meshes in<br />
> Unity, but obviously at the expense of some overhead.<br />
><br />
><br />
><br />
><br />
><br />
> On Sep 13, 2007, at 3:28 PM, Wesley Smith wrote:<br />
><br />
> so the biggest problem with physical modelling in Jitter is with mesh<br />
> objects, especially if they&#8217;re dynamic.  The gridshapes mostly have<br />
> corrolary physical primitives like boxes, cylinders, spheres, etc. and<br />
> would be straightforward to implement.<br />
><br />
> wes<br />
><br />
><br />
> On 9/13/07, vade </doktorp><doktorp @mac.com> wrote:<br />
>  Well, that gets to be a complicated question, but for intuitive use, I have<br />
> to say, Unity does a quite good job. However, its pretty explicit what is to<br />
> be expected from Unity,, so the Unity programmers have the added benefit of<br />
> knowing before hand what the users will want. With Jitter, that obviously<br />
> isnt the case, and more work will have to be done by the programmer.<br />
> Sometimes its ok to not be intuitive :D<br />
><br />
> if there could be a method of attaching to a matrix or named gl object some<br />
> extra data for physical modeling, similar to how with gl, you specify a draw<br />
> type, or a shader with @name, you could have objects that specify some sort<br />
> of physical behaviour, name them and bind them to matrices or gl objects?<br />
><br />
> just a quick thought :)<br />
><br />
><br />
> On Sep 13, 2007, at 2:45 PM, Wesley Smith wrote:<br />
><br />
><br />
> id be curious to see the reflect refract for sure,  I know of the reflective<br />
> property but how do you get it to reflect objects in the scene?<br />
><br />
> That requires much more doing.  You have to render the scene to<br />
> texture first or do ray tracing.  I don&#8217;t even think unity does this<br />
> except for the special case of the water component.  I&#8217;ll post the<br />
> shaders in a bit.<br />
><br />
><br />
><br />
> also those luaODE physics objects aren&#8217;t really that intuitive to use in my<br />
> experience, Ill check em out again and see if I can get it but no tsure at<br />
> the moment.<br />
><br />
> luaODE does require some knowledge of ODE and currently only exposes<br />
> ODE as a low-level interface without building any higher level<br />
> representations.  Out of curiosity, what would be intuitive to use in<br />
> your opinion?<br />
><br />
> wes<br />
><br />
> v a d e //<br />
><br />
> <a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
> abstrakt.vade.info<br />
><br />
><br />
><br />
><br />
><br />
><br />
><br />
><br />
> v a d e //<br />
><br />
> <a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
> abstrakt.vade.info<br />
><br />
><br />
><br />
><br />
><br />
></doktorp></p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112325</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112325</link>
					<pubDate>Fri, 14 Sep 2007 13:58:30 +0000</pubDate>
					<dc:creator>Zachary Seldess</dc:creator>

					<description>
						<![CDATA[
						<p>Unity is great, but I guess it all depends on what you&#8217;re after. For multi-player environments Torque seems the way to go. </p>
<p>I&#8217;ve been working with TGE for a while now and love it, and I HAVE been able to get Max and Torque to communicate. The scripting language is fine, and the community is quite helpful and active (although not nearly as much as this one). The client-server architecture of the engine supports something like 125 users at a time. If I knew more C++ and openGL, I would go with the Torque Shader Engine.</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112326</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112326</link>
					<pubDate>Fri, 14 Sep 2007 14:57:23 +0000</pubDate>
					<dc:creator>Jack Stenner</dc:creator>

					<description>
						<![CDATA[
						<p>Same here, Torque is great for networked environments and Max->Torque- <br />
 >Max works well.</p>
<p>Jack</p>
<p>On Sep 14, 2007, at 9:58 AM, Zachary Seldess wrote:</p>
<p>><br />
> Unity is great, but I guess it all depends on what you&#8217;re after.  <br />
> For multi-player environments Torque seems the way to go.<br />
><br />
> I&#8217;ve been working with TGE for a while now and love it, and I HAVE  <br />
> been able to get Max and Torque to communicate. The scripting  <br />
> language is fine, and the community is quite helpful and active  <br />
> (although not nearly as much as this one). The client-server  <br />
> architecture of the engine supports something like 125 users at a  <br />
> time. If I knew more C++ and openGL, I would go with the Torque  <br />
> Shader Engine.<br />
></p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112327</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112327</link>
					<pubDate>Fri, 14 Sep 2007 15:16:59 +0000</pubDate>
					<dc:creator>vade</dc:creator>

					<description>
						<![CDATA[
						<p>interesting, I know two people who use Torque fairly often, and my  <br />
girlfriend did her thesis with it, and when they saw Unity they were  <br />
mighty impressed with the workflow. Maybe things have changed, ill  <br />
give torque another look, but I just remember all the bitching and  <br />
moaning :)</p>
<p>On Sep 14, 2007, at 10:57 AM, Jack Stenner wrote:</p>
<p>> Same here, Torque is great for networked environments and Max- <br />
> >Torque->Max works well.<br />
><br />
> Jack<br />
><br />
> On Sep 14, 2007, at 9:58 AM, Zachary Seldess wrote:<br />
><br />
>><br />
>> Unity is great, but I guess it all depends on what you&#8217;re after.  <br />
>> For multi-player environments Torque seems the way to go.<br />
>><br />
>> I&#8217;ve been working with TGE for a while now and love it, and I HAVE  <br />
>> been able to get Max and Torque to communicate. The scripting  <br />
>> language is fine, and the community is quite helpful and active  <br />
>> (although not nearly as much as this one). The client-server  <br />
>> architecture of the engine supports something like 125 users at a  <br />
>> time. If I knew more C++ and openGL, I would go with the Torque  <br />
>> Shader Engine.<br />
>></p>
<p>v a d e //</p>
<p><a href="http://www.vade.info" rel="nofollow">http://www.vade.info</a><br />
abstrakt.vade.info</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112328</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112328</link>
					<pubDate>Fri, 14 Sep 2007 17:26:34 +0000</pubDate>
					<dc:creator>Zachary Seldess</dc:creator>

					<description>
						<![CDATA[
						<p>Does Unity do multiplayer? That&#8217;s really part of the draw of Torque. I have heard great things about Unity &#8211; sounds much more polished than Torque in some areas.</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112329</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112329</link>
					<pubDate>Sun, 23 Sep 2007 16:41:14 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>I tried to use ODE again, and realized why I didn&#8217;t understand it, it doesn&#8217;t work for me hehe</p>
<p>lua works fine and ive done all the install properly to my knowledge but I get these errors:</p>
<p>lua pcall error [string "require("ode")..."]:1: module &#8216;ode&#8217; not found:<br />
	no field package.preload['ode']<br />
	no file &#8216;./ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;./ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/loadall.so&#8217;<br />
	no file &#8216;/Applications/MaxMSP 4.6/Cycling &#8217;74/lua/luamods/ode.so&#8217;<br />
lua pcall error [string "require("ode")..."]:1: module &#8216;ode&#8217; not found:<br />
	no field package.preload['ode']<br />
	no file &#8216;./ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;./ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/loadall.so&#8217;<br />
	no file &#8216;/Applications/MaxMSP 4.6/Cycling &#8217;74/lua/luamods/ode.so&#8217;<br />
lua pcall error [string "--ODEBody.lua..."]:2: module &#8216;ode&#8217; not found:<br />
	no field package.preload['ode']<br />
	no file &#8216;./ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;./ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/loadall.so&#8217;<br />
	no file &#8216;/Applications/MaxMSP 4.6/Cycling &#8217;74/lua/luamods/ode.so&#8217;<br />
lua pcall error [string "--Anchor.lua..."]:2: module &#8216;ode&#8217; not found:<br />
	no field package.preload['ode']<br />
	no file &#8216;./ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/share/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.lua&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode/init.lua&#8217;<br />
	no file &#8216;./ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/ode.so&#8217;<br />
	no file &#8216;/usr/local/lib/lua/5.1/loadall.so&#8217;<br />
	no file &#8216;/Applications/MaxMSP 4.6/Cycling &#8217;74/lua/luamods/ode.so&#8217;<br />
lua pcall error [string "importfile("ODEWorld.lua")..."]:25: attempt to call global &#8216;ODEWorld&#8217; (a nil value)<br />
jit.gl.render: building GL on window &#8220;test&#8221;&#8230;</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112330</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112330</link>
					<pubDate>Sun, 23 Sep 2007 19:02:14 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>See these paths?</p>
<p> no field package.preload['ode']<br />
       no file &#8216;./ode.lua&#8217;<br />
       no file &#8216;/usr/local/share/lua/5.1/ode.lua&#8217;<br />
       no file &#8216;/usr/local/share/lua/5.1/ode/init.lua&#8217;<br />
       no file &#8216;/usr/local/lib/lua/5.1/ode.lua&#8217;<br />
       no file &#8216;/usr/local/lib/lua/5.1/ode/init.lua&#8217;<br />
       no file &#8216;./ode.so&#8217;<br />
       no file &#8216;/usr/local/lib/lua/5.1/ode.so&#8217;<br />
       no file &#8216;/usr/local/lib/lua/5.1/loadall.so&#8217;<br />
       no file &#8216;/Applications/MaxMSP 4.6/Cycling &#8217;74/lua/luamods/ode.so&#8217;</p>
<p>
You need to put the ode.so in one of those folders.  Typically for<br />
using with jit.gl.lua it goes in the last one.</p>
<p>wes</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112331</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112331</link>
					<pubDate>Mon, 24 Sep 2007 18:16:47 +0000</pubDate>
					<dc:creator>Axiom-Crux</dc:creator>

					<description>
						<![CDATA[
						<p>Thanks much Wesley!</p>
<p>I guess after seeing so many missed files I thought that there was more.  I had tried moving it into the folder with the help patch but it didn&#8217;t work.  readme.txts are always nice! :D</p>
<p>This is pretty cool actually, though Im not a big fan of typecoding, I would love to see something like this implemented with more max controll over it, maybe in jitter 2?</p>
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					<guid>http://cycling74.com/forums/topic/unity-3d/#post-112332</guid>
					<title><![CDATA[Re: Unity 3d]]></title>
					<link>http://cycling74.com/forums/topic/unity-3d/#post-112332</link>
					<pubDate>Mon, 24 Sep 2007 18:35:33 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>No problem.  ODE can be a bit tricky to work with.  If you have any<br />
questions feel free to ask on the Jitter list.</p>
<p>wes</p>
<p>On 9/24/07, Nicholas C. Raftis III <dynamicell @hotmail.com> wrote:<br />
><br />
> Thanks much Wesley!<br />
><br />
> I guess after seeing so many missed files I thought that there was more.  I had tried moving it into the folder with the help patch but it didn&#8217;t work.  readme.txts are always nice! :D<br />
><br />
> This is pretty cool actually, though Im not a big fan of typecoding, I would love to see something like this implemented with more max controll over it, maybe in jitter 2?<br />
> &#8211;<br />
> -=ili!ili=-  <a href="http://www.Axiom-Crux.net" rel="nofollow">http://www.Axiom-Crux.net</a>  -=ili!ili=-<br />
></dynamicell></p>
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