Milo Update: Multiplayer?
Milo Update: Multiplayer?
3D Modeling / November 20th, 2019 12:06 am     A+ | a-

Milo Update: Multiplayer?


Milo report! The question currently on our minds is this: how can we best make use of UE4's built-in networking capabilities? We're building into the core architecture the ability to support multiple connections if we want to use it. It seems pretty cool! Here are some fun potential ways we envision using it:

Co-working: Milo's core could allow for multiple machines to be working in the same project at the same time, with one acting as host. What happens when two people try to do conflicting operations? We have no idea yet, but that shouldn't be an impossible problem to solve. Do people even want this capability? We also have no idea, though we suspect so. It's definitely intriguing.

VR: We're in the process of adding VR support to Milo, and we've always intended it to be VR-fluid, meant to work equally well both inside and outside of VR, and even side by side. With networking and the ability to join a session, you can have Milo up with a project loaded on one machine on your regular screen, and join the session with another VR-dedicated machine to work on your model in VR. It saves on processing power, allows easy access to a non-VR version when you need it, and allows others nearby to view progress more easily while one or more people are lost in VR working.

Remote client demonstrations: This one's particularly useful for archviz (we think), but your clients in a different location could open Milo and join your session via networking, allowing you to easily show them what you've been working on or take them on a fly-through. Perhaps a free viewer-only version of Milo could be available to send to your clients to install.

Modeling lessons: Have a bunch of students join your "class," either as observers only, as co-editors, or perhaps each with their own little model they have ownership of, so you can move around the scene and talk to them at their stations (with supported voice chat?) as they work.

As a point of clarification for any who may have wondered, Milo will be its own, standalone application, just like Silo; it's running on the Unreal Engine but doesn't require you to have the Unreal editor installed. We also have a question for you: what other 3D tools are you aware of which support multiple users in these ways? How (and how well) do they work? Any other interesting networking uses you've seen or would like to see?

We also enabled and tested raytracing support, and all is working there. We'll need to grab a newer graphics card at some point, though, before we can really see that shine and have something to show you all. We're excited to try it out more fully in the future!

-John
Tagged as:  Silo · 3D Modeling · Update · John's Post · Milo
3 Comments:
Richard Allen
#1
November 21st, 2019 11:01 am
Most CAD/CAM software allows for collaboration on a project and project files. A manager, drafter, designer or even a client would have the option to view a file as it is open and being edited but have no editing rights themselves. Although they may have markup rights to point out areas that need some type of attention.

A major feature in relation to this is the ability to reference other files into your current one. This feature would be fantastic for Silo. You could have multiple people working on a single file but creating separate parts in separate files. When it is all done you could leave it as a referenced project or merge all the elements together into the main file (3ds max allows this). The beauty of referencing is allowing a project to be developed by multiple people and each person is able to view the changes and conform their work so it all meshes correctly together.

It generally works very well since this type of interactivity- in varying levels- has been a staple with such software for decades. And, yes, this also allows for 3d modeling and VR, if it is part of the software's feature set.
Olaf Haag
#2
November 22nd, 2019 4:01 pm
Concerning the referencing that Richard mentioned: Maybe the USD support that Epic is working on for the Unreal Engine could help with that.
Nevercenter
#3
November 22nd, 2019 6:39 pm
Great info, thanks!
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