Thursday, March 23, 2017

Virtual World Framework & A-Frame

In this post I want to share the details about the latest project being done on Krestianstvo SDK.
Virtual World Framework provides a robust decentralised architecture for building virtual world apps based on replicated computation model. It's JavaScript version is strongly based on ThreeJS ibrary for programming apps with 3D visualisation and deep interaction support. So, for building such apps, the developer should be aware of ThreeJS internals, not to mention the knowing of the VWF component's architecture. But, actually VWF is working just with any programmable elements whatever simple they are. The A-Frame framework solves the problem of ThreeJS —Āomplexity for developing Web apps for Virtual Reality. It provides the component-based architecture for that. A-Frame incapsulates ThreeJS, hiding the internals, and providing high-level interface for describing web app declaratively.
So, I have developed a model and view drivers for VWF, that provides basic support for using A-Frame components in Virtual World Framework apps. That allows to build a VWF collaborative apps with 3D visualisation, WebVR, HMD, trackers and mobile devices support easily.

Source code at GitHub

Here is a small video demonstration, that shows the interaction within collaborative Virtual World Framework app, which is composed by the A-Frame components.

In the video three Google Chrome web-browsers are directing to the same VWF app instance's URL. Every browser shows the replicated A-Frame scene with components in it. The users are represented with small cubes and are visible to each other. The cube on the right is holding the simulation, which is staying the same on all browsers.

Try online demo here:

Simple scenario for collaboration:

  • Open in Web-browser the given URL (
  • Copy the generated URL and open it in another browser window
  • or direct Web-browser to,
  • where you could find all running VWF app instances to join to.
  • Open the generated URL at your phone or tablet.
  • Move in space with arrows or WASD and point objects with a cursor in the centre of the screen (this will generate Click event).
  • You could create any number of isolated VWF app instances, but for connecting to them you will need to know the generated URL.

So, how a simple VWF app with A-Frame is look like?
Here is a simple code of index.vwf.yaml:
      value: "Virtual World Framework & A-Frame"
      textColor: "#b74217"
      position: [-2, 2.5, -2]
      position: [1, 1.25, -4]
      color: "#e0e014"
      radius: 1
      wireframe: true
          position: [2, -1.25, 0]
          color: "#2167a5"
          depth: 1
      color: "#ECECEC"
      position: [0, 0, 0]
          look-controls-enabled: true
          forAvatar: true

Wednesday, October 09, 2013

ADL Sandbox project and Virtual World Framework

I am very excited with the ADL Sandbox project and Virtual World Framework at all, and that it is available in open source to experiment with.
By the way, I am from Smalltalk world and an acceptor of OpenCroquet architecture, which has it's own history. OpenCroquet in it's latest form of OpenQwaq take all the features and benefits from the platform being realized on (the open source Smalltalk language dialect Squeak).
But, Virtual World Framework goes further now, especially in moving from class based language architecture to prototypes, that gives a shared code and behaviours used in distributed computation, to be modified at runtime!
So, that's one of the main criteria, I am start moving now from OpenCroquet to Virtual World Framework, despite of sadness of parting with all the benefits of Smalltalk language and it's IDE, comparable to JavaScript and Ruby. Although, I have the insights of looking a Smalltalk language as a DSL language for Virtual World Framework in the future (for example as Seaside web framework for HTML and JavaScript).
ADL Sandbox project uses already one JavaScript language for all stuff.  And one interesting thing to realize in it is having OMeta'JS workspace inside Sandbox script editor, which will allow to define own language's grammar and replicate it through the application instances, then have a running scripts on that shared grammar. Almost all JavaScript language dynamic capabilities will be used in distributed computation then. For example, you could have all the languages down from Logo (Turtle graphics) to Smalltalk available for scripting the virtual world just in the Web browser.
More over the integration between LivelyKernel and Virtual World Framework will give the endless capabilities of in browser project development and editing.
So, I have started using the ADL Sandbox project and Virtual World Framework to build a Virtual Learning Environment for modern mathematics and phisics, exploring the new ways of developing the concrete tools for modelling, rendering and interaction with the content of the virtual world.
Will post about the progress here.

Sunday, July 28, 2013

Curved Space Explorer for Squeak

Want to introduce the Curved Space Explorer for Squeak project,  known as CCSE by Krestianstvo SDK.
It is a Smalltalk port version of Curved Spaces, originally developed by Jeff Weeks ( in C language.
This Squeak version is derived from Krestianstvo SDK project's version, where Curved Space Explorer is collaborative in it's nature and available mainly for distributed computation.
The aim of this project is to make Curved Space Explorer in Smalltalk being available for the large Smalltalk audience and mainstream Squeak distribution, so that anybody interested could work with it.
The project is Open Source and the code is available here:

To run the CCSE you need to download the latest Squeak distribution from the official site
Also I recommend to use the latest Smalltalk CogVM from the
and in the running image, execute in the workspace:

"1. Load FFI"

(Installer repository: '')   
 install: 'FFI-Pools';   
 install: 'FFI-Kernel';    
install: 'FFI-Tests'.

"2. Load 3DTransform "

(Installer repository: '')
    install: '3DTransform'.

"3. Load OpentGL and CCSE"

(Installer repository: '')
    install: 'OpenGL-Pools';
    install: 'OpenGL-Core';
    install: 'OpenGL-NameManager';
    install: 'CCSpaceExplorer'.

"4. Run sample application"

CCSEMorphRender runApp

" Help

In running application there are some options available using the keyboard and mouse:

"up" and "down" arrows on the keyboard - speed of the ship movement
"left" and "right" arrows on the keyboard - change aperture

mouse move with left button pressed - rotation of the ship
mouse move with left button pressed and shift pressed - translation of the ship

press "o" on keyboard - switch between "head" and "body" rotation
press "p" on keyboard - switching on stereo (anaglyph) mode
press "l" on keyboard - switching shaders support (only for Mac OS X for now)


Also you can use the preinstalled image from here:

Happy exploring!

OpenGL procedural textures generator (by David Faught) for Squeak 4.4

Repost from mail list to blog

I have successfully proceeded in running TweakCore on the recent Squeak 4.4 trunk image (from Jenkins).
And one of the famous existed applications developed in Tweak is the OpenGL procedural textures generator by David Faught.
I make it also loadable to the current Squeak.  

You could download the ready to run image from here:
execute in the workspace in own image:

"1. Load FFI"
(Installer repository: '')
    install: 'FFI-Pools';
    install: 'FFI-Kernel';
    install: 'FFI-Tests'..

"2. Load CroquetGL " 
(Installer repository: '')
    install: '3DTransform';
    install: 'OpenGL-Pools';
    install: 'OpenGL-Core'.

"3. Load TweakCore and Procedural textures application for Tweak"
(Installer repository: '')
    install: 'tweakcore';
    install: 'Tweak-OpenGL-sn.3'.

"4. Set the default settings in Tweak"    
CDefaultWidgetLibrary setDefaultSettings.

"5. Run one of two examples"
CProjectMorph open: Wrinkle1.
CProjectMorph open: Wrinkle2.

The attached screenshot shows the running application. 


Monday, April 09, 2012

Virtual World Framework (aka Croquet 2) goes live!

"The Virtual World Framework (VWF) is a fast, light-weight, web-based architecture for creating and distributing secure, scalable, component-based, and collaborative virtual spaces. It leverages existing web-based standards, infrastructure, and emerging technologies with the intent of establishing a powerful yet simple to use platform that is built on top of the next generation of web browsers. " from

Here is the information about VWF, that is available on Internet for now:
The VWF source code, published during the conference
Video showing the Virtual World Framework, starting from 0:40 min.
Slides from WebGl camp 4 about VWF architecture.
I have tested the installation process of VWF server on Mac OS X Lion 10.7.3, here are the steps:
Launch a terminal window:
1. Load the source code from VWF Git repository:
$ git clone vwf
2. Install RVM
$ curl -L | bash -s stable
2. Reload your shell environment
$ source ~/.bash_profile
3. Find the requirements (follow the instructions)
$ rvm requirements
4. Install ruby
$ rvm install 1.9.3
5. cd to your VWF development directory
$ cd vwf/
6. Install bundler
$gem install bundler
7. Install the RubyGems to the system
$bundle install --binstubs
8. Edit the file "", correcting the file paths:
require "init.rb"
change to
require "./init.rb"
5. Set Ruby 1.9.3 as the default for current shell.
$ rvm use 1.9.3
6. Run the VWF server:
$ ./bin/thin start
7. Open http://localhost:3000 in WebGL enabled web-browser (for full experience you will need the latest Mozilla Firefox web browser)
If you want to start VWF server as a background service, just add -d key:
$ ./bin/thin start -d
Also I tested the installation procedure on FreeBSD 8.1
and has successfully ran the VWF server instance on

Happy Birthday to Virtual World Framework!

Wednesday, January 25, 2012

Krestianstvo SDK at C5-2012 conference

This year I was very happy to be at the The Tenth International Conference on Creating, Connecting and Collaborating through Computing 18-20 January 2012 (Institute for Creative Technologies, University of Southern California, CA, USA) and to demonstrate Krestianstvo SDK's projects and quit new features of it, like Microsoft Kinect and CAVE support for OpenQwaq. The primerily proceedings are available for download (publication to appear).

Almost all Viewpoints research institute's team was there!
There was a great tour of USC Institute for Creative Technologies and demonstrations of their projects.

Coach Mike (programming robot with blocks)

ICT Graphics Lab: Light Stage X, Gunslinger: Virtual Human integration demonstration, ICT Mixed Reality.

in.. Los Angeles, California...

Wednesday, December 21, 2011

David A. Smith has revealed a new Croquet-like framework available in March 2012

David A. Smith, one of six principal architects of the Croquet Project has revealed a new Croquet-like framework that is built on WebGL and HTML, on which he is working now!
"We plan to have an open beta in March 2012" - David A. Smith said.
That's incredible!
Merry Christmas and Happy New Year!

Monday, November 14, 2011

Krestianstvo SDK2 goes CouchDB and OSC through the Web

After some silence the new version Krestianstvo SDK v.2.0.4 is available.
The updated version contains just the preloaded packages, which will allow to realize a lot of interesting things in near future!

1. Seaside 3 and Pier 2 for ForumPages and web-services.
2. OSC support for TUIO, Kinect, FaceAPI and WebApp controllers.
3. OMeta for user-defined markup languages.
4. CouchDB for services serialization on distributed DB, instead of platform-dependent file system.
+ some fixes, mainly Windows dependent

So, feel free to Download, Register and enter the Krestianstvo.
Looking forward to meet you online in space!