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some avatars and worlds

Oldest first to most recent at the bottom.

I should really add more of my worlds here one day, and not just VRML, but POV-Ray, RWX, Blender, and other formats too.

You will need a VRML (Virtual Reality Modeling Language) viewer to see these.  My favorite viewer is still the orphaned CosmoPlayer, even though Mozilla and Firefox didn't exist when CosmoPlayer was alive and it takes a bit of fiddling to get it setup to work with them, but there are a number of other VRML viewers:  Cortona, blaxxun Contact BitManagement Contact, FreeWRL, OpenVRML. Each of these has certain advantages over the others.

VRML can be compressed with gzip and decompressed on-the-fly by your web browser without you having to do anything. It is a nice facility to reduce download time. My worlds here are not compressed. This makes it easy to load into a text editor so that you can fiddle with them and see how they tick.

VRML has unfortunately become X3D -- in my opinion, a far less attractive format, though still having a lot in common with VRML. I had hoped that VRML would develop along different lines. To that end I began to look into what I would have done differently. Many other things intervened and I didn't finish it, but I still keep the old, incomplete skeleton of my attempt at defining an easier-to-use VR language. I hope to work more on it one day, but don't really have any illusions that it will ever be taken up by other people. It is more a personal desire to think through the issues that impede usability and to define solutions. Using PROTOs to redefine large parts of VRML I put into practise some of this when writing VRML worlds, and I found that the increase in readability and reduction of time spent creating them surprised even me.


 

dog dog (8k) - My first avatar (and still my favorite).  Try clicking on it when it is loaded.

girl girl (15k) - (I wanted one which wasn't a manga babe)

conference room conference room (71k + textures: 41k) - This was my first large world and is a little clumsy 
It was a designed after seeing the movie The Fifth Element, and was used as a virtual meeting place for a Women's Conference at Ars Electronica in September 1997.

island island (23k + textures: 59k) - this was designed to be ElectraCity's first world.  As the initial entry point to what would be a series of worlds, I wanted a gentle, relaxing world.

space bar Space Bar (86k uncompressed world + 20k sound + 338k textures)- a little experiment to see how interesting something could be without attempting to achieve realism.  The stars are a PointSet written by a small program on my Amiga computer.  If this moves too slowly on your machine try making the window smaller.  Blame the textures.  :-)

snake cube SnakeCube (7k uncompressed + 72k textures) My brother Rod sent me a block puzzle that I had great difficulty visualising the solution to.  Each time I had to solve it anew.  I created this to save me time putting the puzzle back together after visitors failed to.


Some years ago I built a series of showrooms for Melbourne-based company, e-estate, when they still existed, back before the dot-com crash.  I have improved upon the originals.
These use some shared objects and textures, so the sizes given below are a little misleading.  In actual use quite a bit less is downloaded because once a texture or object is cached on your machine it doesn't need to fetch it again.
showroom 1 (35k uncompressed + 199k textures)
showroom 2 (36k uncompressed + 162k textures)
showroom 3 (53k uncompressed + 190k textures)
showroom 4 (56k uncompressed + 338k textures)


sky_island (104k uncompressed + 670k textures + 110k sounds) I built this as an experimental world when I worked for another company in Melbourne, but it was never used. I've fixed a few of the small bugs that remained, added a few things that I'd always wanted to, and changed a number of things to improve it. (If you can't find the hidden door to the room then it is here.) At about 800k the file size remains much bigger than I'm comfortable with. One day I'd like to look at replacing some of the more hefty textures with procedural stuff to bring the size down, but not any time soon. Sadly, I think VRML is all but dead now, so I'm unlikely to do so.



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