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ardibasics:virtual_environment [2018/12/18 02:40]
optrix
ardibasics:virtual_environment [2018/12/18 02:43] (current)
optrix
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 Previously, the structure of your facility has been very expensive to produce, requiring hiring dedicated 3D artists at great expensive. Previously, the structure of your facility has been very expensive to produce, requiring hiring dedicated 3D artists at great expensive.
  
-We have developed our [[ARDI Environment Creator]] tool to help with that - it can be used to rapidly turn simple drawings into buildings, mines and terrain.+We have developed our [[ardiadminguide:​ardi_environment_creator|ARDI Environment Creator]] tool to help with that - it can be used to rapidly turn simple drawings into buildings, mines and terrain.
  
 ARDIs main focus is your **assets**, so your structure doesn'​t need to be particularly detailed. Just enough detail so that people can understand where they are is more than enough. ARDIs main focus is your **assets**, so your structure doesn'​t need to be particularly detailed. Just enough detail so that people can understand where they are is more than enough.
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 ===The Assets=== ===The Assets===
  
-The assets ​are - fairly obviously - your ARDI [asset|assets]]. ​+The individual objects in your scene are constructed from your ARDI [[asset|assets]]. ​
  
 Each ARDI asset has built-in properties. Among them are //​position//​ and //​appearance//​. ​ Each ARDI asset has built-in properties. Among them are //​position//​ and //​appearance//​. ​
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 **Appearance** specifies the [[3D model]] and [[skin]] to be used to show your users what the asset looks like.  **Appearance** specifies the [[3D model]] and [[skin]] to be used to show your users what the asset looks like. 
  
-* Note that '​realtime'​ in this context refers to the scene being generated in real-time, rather than being pre-recorded ​data. The speed of information update in the scene is dependent on infrastructure but will never be better than one second.+* Note that '​realtime'​ in this context refers to the scene being generated in real-time, rather than being pre-recorded ​video. The speed of information update in the scene is dependent on infrastructure but even in ideal circumstances,​ data will usually ​be at least 1 second ​old by the time it is presented.