Skip to main content
On November 2007, Eskil kindly answered my generic request for information on the subject of this blog, but then I simply forgot until today, when I found the emails I exchanged with him.

I can only recommend you to have a look at it.
I think the implications are immense.

He mentioned Verse, "a network protocol for 3d graphics". This might sound a bit abstract, but if you dig a little deeper, you get to the fascinating part, for instance, this introduction comes from his own site, Quelsolaar:

"Verse is a network standard that a allows graphics applications to share data in real-time. It means that two or more independent applications can share the same data. If you make a change in one you immediately see the change in the other. It is a free and open source system that can be integrated in to any graphics application to allow them to share data. You can collaborate with other users over the Internet, use it for content pipe-lining, games, VR, simulation and much much more."

"There is also a lot of interesting stuff about verse in the Collada forums. You can find some interesting stuff about how verse can be used for game creation there."


Just google to find out how he uses Verse to create his own MMO game "Love".

He showed some of the stuff at SIGGRAPH in 2006, at GDC in 2007, etc.
Just Google around to find the last news.

I wanted to know more about the project, to put in context aproppriately, so I asked if he had some info on its use for 3D production (other than videogames)?
"You are talking about fx/animation? Well not much, the Orange project used it to paint texture maps in Gimp and see it on the model in blender. Verse is in no way designed for just game development it just happens that I work in games and many game developers are interested in using verse. If more fx/animation people would contact us we would definitely work with them. I think that when we get more verse support in to apps many more uses will come along."

It sure looks very promising but I would like to see it in some real case.
"I have been working on a game using a full verse pipeline , but this game has been under NDA so i haven't been able to publish anything about it.
Right now how ever i am working on another game that will have a verse pipeline and it is not under NDA, as soon as i have gotten a little further i can publish that.
"Otherwise the Verse - Collada project shows you pretty well how it would work. It shows you how to collaborate using verse and a non rendering technology specific data set and the output it to specific platforms."

Comments

Popular posts from this blog

Nimble collective: a virtual streaming collaborative animation platform

Nimble is a virtual collaborative animation platform on the cloud, via app streaming. That means no software installation, no file transfers, no hardware or operative system issues...

Being software agnostic, you can use your favorite animation tools and then invite collaborators to join you on your 2D or 3D project creating and animating on a web browser: model, rig, texture, light, animate, render, composite, edit...
 You will do your own budget and schedule-planning, get your own virtual studio running in minutes, and populate it with artists from around the world. You can even set up revenue sharing.

They are in beta testing right now, with a first “Pilot Program” limited to a small group of invited guests and just premiered the first animated content to utilize the platform 'Animal Fact #164', at Siggraph 2016.


Animal Fact #164 from Nimble Collective on Vimeo.

Animal Facts #164 was created leveraging components of the Nimble Collective platform, going from script to scree…

Lightworks

An unidentified reader of the blog just noticed this "fantastic opensource editing tool", although it is not open source yet. This is an excerpt from their web:

"An Academy and Emmy award winning professional-grade editor with over 20 years of history in the film and broadcast industry. Having cut hundreds of films such as Pulp Fiction, The Departed, Centurion and Shutter Island, it includes a full feature set of editorial tools -- from advanced trimming and media management, to stereoscopic support and realtime effects including multiple secondary colour correctors. Lightworks has an advanced effects pipeline, utilizing the power of your GPU. And with support for up to 2K workflows with realtime effects, it is the most advanced editing application available."
In fact it is not Open Source just yet, but "Some time in the middle of 2011, we hope to reach our next milestone -- releasing the source code to any developer who wants to build upon what we started"…

Search this blog