How to jump

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How to jump

This is a very basic question I guess:

How do I jump an avatar through a 2D portal from one virtual world/island to another?

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Re: How to jump

Howard Stearns
Just walk through it. (Open it first.)

The user interface that you see in the demos is just a default user  
interface that illustrates the possibilities. See http://
Folks tend to re-use these flat panels quite a bit because they work  
well enough. In general:

    - Hold your mouse over one to see a "halo" of buttons above the  
       -- The 'X' deletes it.
       -- The '+'/'-' opens or closes it.
       -- The 'open hand'/'closed hand' grabs the window so that  
you're carrying it around as you drive, or releases it.
       -- The big down arrow brings you close to the window and  
aligns you with its front.

    - For many windows, you can also open them by just clicking on  
the front panel.

    - You can adjust the position of a window by dragging the top  
frame (moves perpendicular to your line of sight), the bottom frame  
(moves parallel to the ground), or the side frames (rotation). You  
can also resize by dragging the corners.

In a couple of the demos, you can also get a context-menu for objects  
by cmd- or alt-click.

In one of the demos, the portals close after you drive through them.  
The reason for this is that any world you can see through an open  
portal has to be loaded. That demo is meant to be long-lived on the  
Internet, and folks arriving in that space would be surprised to have  
to wait for a world that they didn't teleport to have to load. So the  
system closes the door behind you after you go through.

Some portals are two-way -- there are doors in both worlds that are  
"connected" to each other.  Other portals are one way.  The two-way  
portals create a bit of problem for the automatic door closing: you  
can't see or drive through it if the other side is closed. (I'm not  
sure if this is a feature or a bug.) So if you're using the KAT demo  
and find yourself unable to go back through a door that you just  
passed through, use the 'landmarks' instead. These appear in the  
'dock' at the bottom of the screen when you move your mouse there.

The classes that implement all this are TWindow for the window/UI/
frame, TPortal for the rectangular thing that goes inside it, and the  
various subclasses.

There's quite a bit of research into user interfaces for Croquet:

* Some of these involve really cool ways to extend this window concept:
   <a href=""> 

* There's a nice pair of papers by McCahill and Lombardi from C5 '05  
(that I can't find links to right now) that discuss some of the  
issues of 2D vs 3D UI, collaborative vs personal, etc.

* Some work has been on creating a framework (Brie) that allows the  
UI to be created within environment as it is being used, applying the  
UI to the UI elements themselves, sharing the results with others  
(having both shared and private state), and defining both 2D and 3D  
user interfaces:

On Jan 21, 2007, at 2:57 PM, haggai wrote:

> This is a very basic question I guess:
> How do I jump an avatar through a 2D portal from one virtual world/
> island to another?