Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.
History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by the Wayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.
ArchiveBot is an IRC bot designed to automate the archival of smaller websites (e.g. up to a few hundred thousand URLs). You give it a URL to start at, and it grabs all content under that URL, records it in a WARC, and then uploads that WARC to ArchiveTeam servers for eventual injection into the Internet Archive (or other archive sites).
To use ArchiveBot, drop by #archivebot on EFNet. To interact with ArchiveBot, you issue commands by typing it into the channel. Note you will need channel operator permissions in order to issue archiving jobs. The dashboard shows the sites being downloaded currently.
The Wayback Machine - https://web.archive.org/web/20180922212146/https://www.khronos.org/collada/
COLLADA Overview
3D Asset Exchange Schema
COLLADA™ defines an XML-based schema to make it easy to transport 3D assets between applications - enabling diverse 3D authoring and content processing tools to be combined into a production pipeline. The intermediate language provides comprehensive encoding of visual scenes including: geometry, shaders and effects, physics, animation, kinematics, and even multiple version representations of the same asset.COLLADA FX enables leading 3D authoring tools to work effectively together to create shader and effects applications and assets to be authored and packaged using OpenGL® Shading Language, Cg, CgFX, and DirectX® FX.
COLLADA at a glance
COLLADA defines an XML Namespace and database schema to make it easy to transport 3D assets between applications without loss of information, enabling diverse 3D authoring and processing tools to be combined into a content production pipeline.
COLLADA 1.5
COLLADA 1.5 is the newest specification that provides all of the features found in the stable COLLADA 1.4 schema plus several new features that enable users of CAD, GIS, and Automation applications to enjoy the benefits of open standard royalty free content format.
COLLADA 1.4 is the stable release of the specification that has been widely adopted by the video game, digital entertainment, and GIS industries. This version of COLLADA supports geometry meshes, skinning, morphing, animation, physics, shaders and effects.
The Khronos Group is host to the COLLADA community wiki where users and adopters from around the world visit to ask questions and share their COLLADA knowledge and test content. There are also a growing number of open source software projects that can help you to develop your COLLADA applications more quickly:
COLLADA supports all the features that modern 3D interactive authoring applications and DCC (digital content creation) tools need to exchange and fully preserve asset data and meta data. its The COLLADA feature set is expanding to incorporate technologies such as packaging programmable shader effects and controlling real-time physics engines. COLLADA enables powerful content creation pipelines that can automatically condition and scale 3D geometry and texture assets for real-time playback on a wide diversity of platforms.
COLLADA transports 3D assets between applications
Enables binding of diverse DCC and 3D processing tools into a production pipeline
COLLADA is a XML database schema for 3D assets
COLLADA is an intermediate language - not a delivery format and not a scene graph
COLLADA can be lossless
Retains all information - even multiple versions of the same asset
COLLADA has comprehensive encoding of visual scenes
Including geometry, animation, shaders and physics
COLLADA is an open, archive-grade format that retains meta information
When your DCC tool upgrades, you keep your assets
Bridge Profile to external systems: DirectX FX and CgFX
Improved texture binding and full screen effects
COLLADA 1.4 Features
Core Feature Enhancements
Mesh geometry
Skinning
Morphing
Animation
Assets
Data validation
COLLADA FX
COLLADA FX is the first cross-platform standard shader and effects definition written in XML. It targets high-end systems running OpenGL Shading Language (GLSL) and Cg (HLSL coming), as well as resource-constrained systems (OpenGL ES 1.x profile). It provides:
Next generation lighting, shading and texturing
High level effects and shaders
Support for all shader models (1.x, 2.0, 3.0) under CG and GLSL profiles.
COLLADA Physics
Rigid Body Dynamics
Rag Dolls
Contraints
Collision Volumes
Enables data interchange between Havok, Bullet, ODE
and other game physics middleware