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These are some screen shots of DeepMatrixIP9 3D multi-user chat with the Instant Player client.

New screen shots from the desktops of various flavors of Linux operating systems have been added
to show off DeepMatrixIP9's cross-platform capability.
Basically any of the Instant Player/Instant Reality installations that also include the
"instantreality.jar" will work with Deep Matrix.

These particular shots show the whole screen to include the desktop.

"Top of the World" by builder Alice in Code shot from a OpenSuse 11.1.

"Desolation Outpost" by Bruce (OMind) Lehman taken on a Debian 5.2 desktop.
The latest version of Java (OpenJava or Sun) needs to be installed for Deep Matrix
to work well on Debian 5.2. The included JRE of Debian installation performed poorly.

A shot of  "Easter Island" by Dave Maloney from Fedora 11.
An older windows screen shot is below.

A screen shot of "Geometrek's Islands" by Dennis Mckensie taken from Ubuntu 9.04. The shot shows the texture loading bug of previous Deep Matrix versions has been fixed as of version 1.03.
See the older shot with the bug below:  Old Texture Loading Issue
Deep Matrix does not work with Ubuntu 10.04 and 9.1 The EAI for Instant Player is broken for those Ubuntu releases.

Another Ubuntu shot of the amazing volcano from the "Geometrek's Islands" by Dennis Mckensie.

A shot of a recent world called "Rimrook's Sunden" by world builder Tito taken on Tiger X IMac G5.
This is another world that had a texture loading issue that was fixed as of Deep MatrixIP9 version 1.03.

This a screen shot of "The Castle" by well known builder Peter Griffith.
Part of the challenge for including this world on the Deep Matrix server was to preserve the use of 
MP3 files of gulls and crashing waves used in the original world. Instant Player does not play MP3 files,

but I found an open-source Java program that does and incorporated it into the Deep Matrix client application after
writing a pseudo-Sound Node using a pair of ProximitySensors. The home-made Matrix_Sound MP3 player is
cross-platform too.

The entry viewpoint of "The Castle" by Peter Griffith.

Because I am also a reader of Celtic and Welsh mythology "Craig-Y-Ddinas" by Peter Griffith is one of my all-time favorite worlds.
It is the Welsh underworld from the collection of tales entitled "The Mabinogion" and I was very anxious to include it
in this small collection!

Another shot of "Craig-Y-Ddinas" down by the pool and animated waterfall.

This is a screen shots of the avatar preview jpeg and how to access it at log-in. Notice the high-lighted "Preview-Images" selection on the
choice menu in the lower left.

Older screen shots:

Shot of the "Matrix" world (which is really a giant mobius strip). The twenty avatars marching in a square underneath the globe all belong to one bot I use for stress testing purposes. The avs are my latest addition. They are AvatarStudio2 avatars converted to H-Anim by Thyme's Seamless3D program. Instant Player can not run standard AvatarStudio2 output, but it can run the H-Anim quite successfully. The Java GUI has changed drastically from older EAI applets. Instead of buttons, pull down menus are used to avoid the dreaded WRCS (Windows Right Click Syndrome) - the major cause of workman comp claims among Mac users!
Notice how the navigation pull downs are arranged left to right at the top: ViewPoints, gestures, navigation type, and speed. Underneath those are the chat, user, object and world-room list windows, then at the bottom: chat input, user option, object option, and world-room pulldowns. As you can see the Java GUI is a seperate window from the InstantPlayer window. Sadly, this is one draw back because InstantPlayer's EAI doesn't have a component capability.

This shot is of the PrimeMover object mover HUD for moving objects. It is activated by selecting the object in the third window (Mobius in this case) and selecting "Move" option from the pull down menu right beneath. The object is being rotated on its Y axis as indicated by the center Y selection on the HUD. Rotation is done by the teal colored sphere directly above. When done the user clicks the green check mark. All info is stored on the server and printed to file, so even when the server is stopped and restarted the location/rotation information is retained. Objects are only in a demo state at the moment. They can be removed from the world, but stay listed in the third window, so they are NOT yet full back pack objects. Objects can have their own shared, persistent storage and lock events too, but requires some handcoding on the part of the object builder!. This purple mobius strip object has a shared rotation ability, not only from the PrimeMover HUD, but also from the other teal colored ball on the far left.

This is the revamped old Geometrek Deep Matrix applet "Chess" world showing off server based persistent storage. This was taken just after entering the world with the pieces having been arranged during a previous visit. On loading the server delivered the locations of the pieces. The VRML code persistent storage code tags are done semi-blaxxun style with _P and _F suffixes on the name tags of Network Proto instances. The cylinders down front are for two players to lock the game in their name with their names appearing in the black and white texts. Other users can watch the game, but not move the pieces.

This world modelled after Easter Island is an old favorite from http://www.avatara.com and is courtesy of Dave Maloney. The DeepMatrixIP9 application now has the ability for a user to attempt to "hang" a world, by entering the world, url and a password into a text input box. If shared events or other options are not desired no pre-coding is hopefully not necessary. DeepMatrixdoes a scene graph search and replaces relative urls with absolute ones. The DeepMatrixIP9 application is only as good as Instant Player and Instant Player does have problems (suffice to say at the moment) with some worlds, so there are no guarantees! Easter Island was loaded with no problems at all, so in the name of good hype it is being shown off.

This my tentacle avatar in ghost mode doing a summersault gesture. I show it here in Easter Island to show that now avatars are inserted into the scene graph so they are affected by DirectionalLights at the top of the scene graph -you can see shading on the tentacle. The box is an object experiment.

Here is another oldie, but goodie world. It is HermeticCab's Prime City from http://www.cyworx.com and is used here with his permission. What you see is the world in its initial state before DeepMatrixIP9 has completed replacing relative urls with absolute ones. This world has an animated viewpoint and animated viewpoints can be done but they require special coding to be successful.

More of Prime Cities image files being restored.

Prime City in its full glory!

This is a shot of a loading world by Dennis Mckenzie, who was an original member of Geometrek. The world is called "Geometrek's Islands" and is particulary interesting because it appears to have been made for the original DeepMatrix applet of Geometrek as a main nexus world. It is a rather large file, but loaded almost successfully. "Almost" will be made clear in the next shot.

The black arrow points to a tree whose image will not load-restore (convert relative urls to absolute ones) and I am not sure why. The world always finishes loading in this state. In single user mode it loads complete of course.

The volcano island from the same world. The spurting lava is an animated texture and is pretty spectacular for being an older world.

The Admin goes to Hell! This is Dennis Mckenzie's "Hell" and I am in Admin mode. The admin text input is open on the bottom left with a pull down menu just to the right. As Admin I can approve worlds previously hung/listed by users so they will be permanently accessible. I also can remove rooms, boot undesirables, add user-members and objects. In terms of user-members, DeepMatrixIP9 has three pass world levels!
1. None -open to one and all.
2. One common password.
3. A seperate password for each user.
Builders have the ability to make worlds private by establishing a list of members for their worlds. If you aren't a member you don't get in unless the world is public.

This the old Deep Matrix "Black Sun" club world revamped a little. One new feature is the ability for content builders to give the Java GUI their own two color scheme by instancing a special Proto.
On the bottom left is the "MatrixMsg input" feature again added to the GUI by another special Proto. It allows the typed text to be delivered to the world and in this case appears over the center in green. This example is stored on the server so a previous entery can viewed by a new user. More importantly, it can be used to type commands to a world in place of TouchSensors! I have typed "Typing New Message" into the input, which will show in the world's next shot below.

Here is my old "Seven Emerald Tablets" Tarot reading world converted from blaxxun MU to Deep MatrixIP9 MU. Lori is getting a tarot reading from the creepy cloaked individual Pyth7 who is using the old Sorcerer avatar from the now-defunct Geometrek. Meanwhile Grimalkin the chat-bot Griffin revolves over head proclaiming his "religous" beliefs. Notice how the chat interface is black with green letters. That is because I have added a "start room" feature where a user select a particular room as the default initial loading room! If the new start room has tags to change the interface colors then those colors will be written to file. Admittedly the name-tag height placement on user avatars needs some work!

This is my treasure hunt game world I wrote nine years ago for the Cybertown Suburbs and now converted to Deep MatrixIP9. It exploits Deep MatrixIP9 shared events and persistent storage extensively. The object of game is to wander the desert landscape and discover treasure chests that will either have a spinning sun-globe prize to claim or a decoy to annoy and waste time on. In this shot Syd and Lynn are watching a chest open. Syd is my Windows machine and Lynn is my Mac! The appearance and opening of the chest is a shared event.
The game can be started anew by simply moving the positions of the chests. Those positions will be retained by the persistent storage of the DeepMatrixIP9 server. A set of commands controls, activates and deactivates the game. The commands are typed into the lower left text input of the chat application -no TouchSensors required.

The chest vanishes to leave the sun-globe prize as again a shared event.

Lynn claims her prize by clicking on it. Announcements of her winning are distributed across the network to all users. She can then drag her prize up and down as yet another shared event.

Finally a shot of Alice-in-Code's Austrailian Aborigine world "Dream Time".