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Current Release: 7.3.1   
    
VREng    Virtual Reality Engine                                   
Virtual Worlds

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How Virtual Worlds are builts ?

Virtual Worlds are described in Ascii files in an XML-like format, with the extension .vre (eg. Rendezvous.vre, tarots.vre, mythology.vre, dax.vre,...).

Each line describes a VREng object according to the following format:

  • Object type, <type like wall, web, gate,... announces the type of the current object. The type is followed by one or more attributes and terminated by a />.

  • Object attributes, according to the attribute="values" form

    • its name: name="given_name",

    • its position in the space: pos="x,y,z,az,ax",

    • its geometry: <solid shape="shape" dimensions materials textures drawstyle"
      • shapes are line, rect, box, bbox, sphere, torus, cone, disk, point,...,
      • dimensions are width, height, depth, radius,...,
      • material lightings are diffuse, ambient, specular, emission, shininess,
      • textures on each face (in x and/or y and/or z), defined as URL to a Gif/Png/Ppm/Pgm/Bmp/Tga/Jpg file on an HTTP server somewhere on the Web, (currently http://vreng.enst.fr/{gif,png,ppm,pgm,jpg,bmp,tga}/).

    • its specific attributes: channel, specific values
      • channel has the form of channel="address/port/ttl"
      • attribute has the form of attribute="value"

Each virtual world is bound to a IP Multicast group address, one per world. For the moment these IP multicast addresses are not dynamically allocated, because, at this time, we have not found any mechanism (except SAP/SDP) to allocate these addresses. These addresses are statically defined in the configuration file in the range 224.255.0.0/16).

A server of IP multicast addresses named VACS (Vreng Addresses Cache Server) is sollicited each time a world is called maintaining the uniqueness of addresses.


VREng (Virtual Reality Engine) - Web: vreng.enst.fr - ENST / Dpt. INFRES
Contact: Philippe Dax's Site (dax at enst dot fr)
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