Hi everyone,  I thought that some people may be interested in my VR software on these groups:  *******Announcing the release of Multiverse-1.0.2*******  Multiverse is a multi-user, non-immersive, X-Windows based Virtual Reality system, primarily focused on entertainment/research.  Features:     Client-Server based model, using Berkeley Sockets.    No limit to the number of users (apart from performance).    Generic clients.    Customizable servers.    Hierachical Objects (allowing attachment of cameras and light sources).    Multiple light sources (ambient, point and spot).    Objects can have extension code, to handle unique functionality, easily         attached.  Functionality:    Client:    The client is built around a 'fast' render loop. Basically it changes things    when told to by the server and then renders an image from the user's    viewpoint. It also provides the server with information about the user's    actions - which can then be communicated to other clients and therefore to    other users.     The client is designed to be generic - in other words you don't need to    develop a new client when you want to enter a new world. This means that    resources can be spent on enhancing the client software rather than adapting    it. The adaptations, as will be explained in a moment, occur in the servers.     This release of the client software supports the following functionality:      o Hierarchical Objects (with associated addressing)      o Multiple Light Sources and Types (Ambient, Point and Spot)      o User Interface Panels      o Colour Polygonal Rendering with Phong Shading (optional wireframe for 	faster frame rates)      o Mouse and Keyboard Input     (Some people may be disappointed that this software doesn't support the    PowerGlove as an input device - this is not because it can't, but because    I don't have one! This will, however, be one of the first enhancements!)    Server(s):    This is where customization can take place. The following basic support is    provided in this release for potential world server developers:      o Transparent Client Management      o Client Message Handling     This may not sound like much, but it takes away the headache of accepting and    terminating clients and receiving messages from them - the application writer    can work with the assumption that things are happening locally.     Things get more interesting in the object extension functionality. This is    what is provided to allow you to animate your objects:      o Server Selectable Extension Installation:         What this means is that you can decide which objects have extended         functionality in your world. Basically you call the extension         initialisers you want.      o Event Handler Registration:         When you develop extensions for an object you basically write callback         functions for the events that you want the object to respond to.         (Current events supported: INIT, MOVE, CHANGE, COLLIDE & TERMINATE)      o Collision Detection Registration:         If you want your object to respond to collision events just provide         some basic information to the collision detection management software.         Your callback will be activated when a collision occurs.      This software is kept separate from the worldServer applications because     the application developer wants to build a library of extended objects     from which to choose.      The following is all you need to make a World Server application:      o Provide an initWorld function:         This is where you choose what object extensions will be supported, plus         any initialization you want to do.      o Provide a positionObject function:         This is where you determine where to place a new client.      o Provide an installWorldObjects function:         This is where you load the world (.wld) file for a new client.      o Provide a getWorldType function:         This is where you tell a new client what persona they should have.      o Provide an animateWorld function:         This is where you can go wild! At a minimum you should let the objects         move (by calling a move function) and let the server sleep for a bit         (to avoid outrunning the clients).      That's all there is to it! And to prove it here are the line counts for the     three world servers I've provided:          generic - 81 lines         dactyl - 270 lines (more complicated collision detection due to the                            stairs! Will probably be improved with future                            versions)         dogfight - 72 lines  Location:     This software is located at the following site:    ftp.u.washington.edu     Directory:    pub/virtual-worlds     File:    multiverse-1.0.2.tar.Z  Futures:     Client:      o Texture mapping.      o More realistic rendering: i.e. Z-Buffering (or similar), Gouraud shading      o HMD support.      o Etc, etc....     Server:      o Physical Modelling (gravity, friction etc).      o Enhanced Object Management/Interaction      o Etc, etc....     Both:      o Improved Comms!!!  I hope this provides people with a good understanding of the Multiverse software, unfortunately it comes with practically zero documentation, and I'm not sure whether that will ever be able to be rectified! :-(  I hope people enjoy this software and that it is useful in our explorations of the Virtual Universe - I've certainly found fascinating developing it, and I would *LOVE* to add support for the PowerGlove...and an HMD :-)!!  Finally one major disclaimer:  This is totally amateur code. By that I mean there is no support for this code other than what I, out the kindness of my heart, or you, out of pure desperation, provide. I cannot be held responsible for anything good or bad that may happen through the use of this code - USE IT AT YOUR OWN RISK!  Disclaimer over!  Of course if you love it, I would like to here from you. And anyone with POSITIVE contributions/criticisms is also encouraged to contact me. Anyone who hates it: > /dev/null!  ************************************************************************ ********* And if anyone wants to let me do this for a living: you know where to write :-)! ************************************************************************ *********  Thanks,  Robert.