http://opensimulator.org/api.php?action=feedcontributions&user=Teravus&feedformat=atomOpenSimulator - User contributions [en]2024-03-28T16:49:06ZUser contributionsMediaWiki 1.19.9http://opensimulator.org/wiki/Talk:Main_PageTalk:Main Page2013-10-05T09:58:46Z<p>Teravus: Reverted edits by Kallabatlaw (talk) to last revision by Teravus</p>
<hr />
<div>I believe planet.opensim.us is indeed dead - it was setup by sdague who has since stopped opensim developer, so I don't think that it's coming back -- [[User:Justincc|Justincc]] 00:31, 4 January 2011 (UTC)<br />
<br />
== planet.opensim.us is just temporarily unavailable ==<br />
<br />
planet.opensim.us is just temporarily unavailable<br />
<br />
It'll be back soonish.<br />
<br />
: Thanks Teravus - it's back so I reinstated the page (the above was a response to Makopoppo removing the link) -- [[User:Justincc|Justincc]] 23:17, 4 January 2011 (UTC)<br />
<br />
::Sorry for hasty interpretation and thank you for undoing, Justincc! --[[User:Makopoppo|Makopoppo]] 12:22, 5 January 2011 (UTC)<br />
<br />
Image of the Moment updated with prior approval from Justin :) - [[User:Kenearlg|Ken Grunke aka Key Gruin]] 12 October 2011</div>Teravushttp://opensimulator.org/wiki/NewsNews2013-09-20T16:31:09Z<p>Teravus: Added OpenSimulator Community Conference</p>
<hr />
<div>{{Quicklinks}}<br />
__NOTOC__<br />
<br />
== Project News ==<br />
<br />
For older release history, see [[Release Notes]].<br />
=== September 2013 ===<br />
[http://conference.opensimulator.org/2013/ OpenSimulator Community Conference 2013]<br />
<br />
=== February 2013 ===<br />
* [[0.7.5 Release|OpenSimulator 0.7.5 Released]].<br />
<br />
=== January 2013 ===<br />
* [[0.7.5-rc1 Release|OpenSimulator 0.7.5-rc1]].<br />
<br />
=== August 2012 ===<br />
* [[0.7.4 Release|OpenSimulator 0.7.4 Released]].<br />
<br />
=== March 2012 ===<br />
* [[0.7.3.1 Release|OpenSimulator 0.7.3.1 Released]].<br />
=== February 2012 ===<br />
* [[0.7.3 Release|OpenSimulator 0.7.3 Released]].<br />
<br />
=== October 2011 ===<br />
* [[0.7.2 Release|OpenSimulator 0.7.2 released]].<br />
<br />
=== May 2011 ===<br />
* [[0.7.1 Release|OpenSimulator 0.7.1 released]].<br />
* [[0.7.1.1 Release|OpenSimulator 0.7.1.1 released]].<br />
<br />
=== August 2010 ===<br />
* [[0.7.0.1 Release|OpenSimulator 0.7.0.1 released]].<br />
* Long haitus on the project news wiki page ended! Folks - please feel free to add your news here.<br />
<br />
=== January 2010 ===<br />
-Unofficial OpenSimulator meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
=== December 2009 ===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== September 2009 ===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== August 2009 ===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
=== June 2009 ===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== May 2009 ===<br />
Starting in r9562 OpenSimulator has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services and Service Connectors Configuration]] page for more information.<br />
<br />
=== April 2009 ===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSimulator by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
== Press ==<br />
<br />
=== February 2010 ===<br />
* [http://chronicle.com/article/After-Frustrations-in-Second/64137/ 14 Feb 2010 - After Frustrations in Second Life, Colleges Look to New Virtual Worlds]<br />
=== January 2010 ===<br />
* [http://blog.genkii.com/2010/01/13/sparkle-im-1-3-4-released/ 13 Jan 2010 - iPhone App Sparkle IM 1.3.4 released which supports OpenSimulator grids]<br />
* [http://realxtend.blogspot.com/2010/01/naali-01-released.html 01 Jan 2010 - RealXtend releases first RC for naali, the realXtend and OpenSimulator Viewer]<br />
=== November 2009 ===<br />
* [http://www.hypergridbusiness.com/2009/11/opensim-in-intel-spotlight/ 18 Nov 2009 - OpenSimulator in Intel Spotlight, Intel CTO Justin Rattner introduced OpenSimulator and ScienceSim at SC09 Super Computing Conference]<br />
=== September 2009 ===<br />
* [http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090930005401&newsLang=en 30 Sept 2009 - 3Di Releases Open Source, web based viewer called Rei]<br />
=== January 2009 ===<br />
* [http://blogs.intel.com/research/2009/01/sciencesim.php 29 Jan 2009 - Intel Research Launches ScienceSim based on OpenSimulator]<br />
=== September 2008 ===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
=== February 2008 ===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
== RSS Feeds ==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
== Blogs ==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSimulator resources blog post] - a list of resources for running OpenSimulator<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSimulator development update and regular articles on various OpenSimulator topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSimulator developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSimulator and Second Life from beginner perspective, focus on content previewing and educational use '''(No Page Information available)'''<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSimulator.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSimulator tools. '''(URI going to 404 Error)'''<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds. '''(Verify URI / Domain, no informations available)'''<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds '''(Blog never available)'''<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag) '''(Blogsystem in Maintenance-Modus for a long time)'''</div>Teravushttp://opensimulator.org/wiki/NewsNews2013-09-20T16:28:52Z<p>Teravus: Added the last letter of the months for January and February 2013 (why were they missing?? Said Januar and Februar)</p>
<hr />
<div>{{Quicklinks}}<br />
__NOTOC__<br />
<br />
== Project News ==<br />
<br />
For older release history, see [[Release Notes]].<br />
=== February 2013 ===<br />
* [[0.7.5 Release|OpenSimulator 0.7.5 Released]].<br />
<br />
=== January 2013 ===<br />
* [[0.7.5-rc1 Release|OpenSimulator 0.7.5-rc1]].<br />
<br />
=== August 2012 ===<br />
* [[0.7.4 Release|OpenSimulator 0.7.4 Released]].<br />
<br />
=== March 2012 ===<br />
* [[0.7.3.1 Release|OpenSimulator 0.7.3.1 Released]].<br />
=== February 2012 ===<br />
* [[0.7.3 Release|OpenSimulator 0.7.3 Released]].<br />
<br />
=== October 2011 ===<br />
* [[0.7.2 Release|OpenSimulator 0.7.2 released]].<br />
<br />
=== May 2011 ===<br />
* [[0.7.1 Release|OpenSimulator 0.7.1 released]].<br />
* [[0.7.1.1 Release|OpenSimulator 0.7.1.1 released]].<br />
<br />
=== August 2010 ===<br />
* [[0.7.0.1 Release|OpenSimulator 0.7.0.1 released]].<br />
* Long haitus on the project news wiki page ended! Folks - please feel free to add your news here.<br />
<br />
=== January 2010 ===<br />
-Unofficial OpenSimulator meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
=== December 2009 ===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== September 2009 ===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== August 2009 ===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
=== June 2009 ===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
=== May 2009 ===<br />
Starting in r9562 OpenSimulator has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services and Service Connectors Configuration]] page for more information.<br />
<br />
=== April 2009 ===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSimulator by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
== Press ==<br />
<br />
=== February 2010 ===<br />
* [http://chronicle.com/article/After-Frustrations-in-Second/64137/ 14 Feb 2010 - After Frustrations in Second Life, Colleges Look to New Virtual Worlds]<br />
=== January 2010 ===<br />
* [http://blog.genkii.com/2010/01/13/sparkle-im-1-3-4-released/ 13 Jan 2010 - iPhone App Sparkle IM 1.3.4 released which supports OpenSimulator grids]<br />
* [http://realxtend.blogspot.com/2010/01/naali-01-released.html 01 Jan 2010 - RealXtend releases first RC for naali, the realXtend and OpenSimulator Viewer]<br />
=== November 2009 ===<br />
* [http://www.hypergridbusiness.com/2009/11/opensim-in-intel-spotlight/ 18 Nov 2009 - OpenSimulator in Intel Spotlight, Intel CTO Justin Rattner introduced OpenSimulator and ScienceSim at SC09 Super Computing Conference]<br />
=== September 2009 ===<br />
* [http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090930005401&newsLang=en 30 Sept 2009 - 3Di Releases Open Source, web based viewer called Rei]<br />
=== January 2009 ===<br />
* [http://blogs.intel.com/research/2009/01/sciencesim.php 29 Jan 2009 - Intel Research Launches ScienceSim based on OpenSimulator]<br />
=== September 2008 ===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
=== February 2008 ===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
== RSS Feeds ==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
== Blogs ==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSimulator resources blog post] - a list of resources for running OpenSimulator<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSimulator development update and regular articles on various OpenSimulator topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSimulator developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSimulator and Second Life from beginner perspective, focus on content previewing and educational use '''(No Page Information available)'''<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSimulator.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSimulator tools. '''(URI going to 404 Error)'''<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds. '''(Verify URI / Domain, no informations available)'''<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds '''(Blog never available)'''<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag) '''(Blogsystem in Maintenance-Modus for a long time)'''</div>Teravushttp://opensimulator.org/wiki/Template:InformationTemplate:Information2013-09-20T16:26:49Z<p>Teravus: (whoops, removed future tense 'will')</p>
<hr />
<div><!-- {{Layout_box2|1=<br />
<center><font color="red">'''WARNING:''' The forge website is currently not working. Please bear with us while this problem is addressed.</font></center>}} --><br />
<div class="conference" style="margin: 1em 0;"><br />
<table width="100%" style="clear: both; border: 1px solid #aaaaaa; border-collapse: collapse; padding: 0.2em; margin: 0; font-size: 85%; margin: 0 1px;"><br />
<tr valign="center" style="background: #EEF3E2"><br />
<td><center><b>The first OpenSimulator Community Conference took place online over the weekend of September 7th/8th 2013!<br/><br />
See [http://conference.opensimulator.org the conference website] for more details.<br />Thanks to everyone who participated!</b></center></td><br />
</tr><br />
</table></div>Teravushttp://opensimulator.org/wiki/Template:InformationTemplate:Information2013-09-20T16:25:54Z<p>Teravus: </p>
<hr />
<div><!-- {{Layout_box2|1=<br />
<center><font color="red">'''WARNING:''' The forge website is currently not working. Please bear with us while this problem is addressed.</font></center>}} --><br />
<div class="conference" style="margin: 1em 0;"><br />
<table width="100%" style="clear: both; border: 1px solid #aaaaaa; border-collapse: collapse; padding: 0.2em; margin: 0; font-size: 85%; margin: 0 1px;"><br />
<tr valign="center" style="background: #EEF3E2"><br />
<td><center><b>The first OpenSimulator Community Conference will took place online over the weekend of September 7th/8th 2013!<br/><br />
See [http://conference.opensimulator.org the conference website] for more details.<br />Thanks to everyone who participated!</b></center></td><br />
</tr><br />
</table></div>Teravushttp://opensimulator.org/wiki/Template:FrontPageSidebarTemplate:FrontPageSidebar2013-09-20T16:12:56Z<p>Teravus: </p>
<hr />
<div>{{ReleaseInfo}}<div class="GSOCIdea" style="margin: 1em 0;"><br />
<table class="frontpage_sidebar"><br />
{{Template:FrontPageImage}}<br />
<tr valign="top" style="background: #EEF3E2"><td style="width: 10px; white-space: nowrap; padding: 4px 1em 0 0.5em; border-bottom: 1px solid #aaaaaa;">'''Downloads:'''</td></tr><br />
<tr valign="top" style="background: #EEF3E2"><td style="padding: 1px 1em 0; background: #F6F9ED;"><br />
<span class="plainlinks"><br />
[{{#var:url_binzip}} http://opensimulator.org/images/b/b7/Windownload.png] Binaries Zip ({{#var:currentversion}})<br /><br />
[{{#var:url_bingz}} http://opensimulator.org/images/d/d2/Linuxdownload.png] Binaries Tarball ({{#var:currentversion}})<br /><br />
[{{#var:url_srczip}} http://opensimulator.org/images/b/b7/Windownload.png] Source Zip ({{#var:currentversion}})<br /><br />
[{{#var:url_srcgz}} http://opensimulator.org/images/d/d2/Linuxdownload.png] Source Tarball ({{#var:currentversion}})<br /><br />
[{{#var:divazip}} http://opensimulator.org/images/f/f1/Download.png] Diva distro ({{#var:divaversion}}). Binary, all OSs<br /><br />
<span style="float: right;">[[Template:ReleaseInfo|sha1 hashes]]</span><br />
</span><br />
</td></tr><br />
<tr valign="top" style="background: #EEF3E2"><td style="padding: 1px 1em 0; background: #F6F9ED;"><br />
Other downloads may be found at either the [[Download]] page, or the [http://opensimulator.org/dist OpenSim Release Repository]<br />
</td></tr><br />
{{Template:TWIOSD}}<br />
</table><br />
</div></div>Teravushttp://opensimulator.org/wiki/Template:ReleaseInfoTemplate:ReleaseInfo2013-09-20T15:58:47Z<p>Teravus: </p>
<hr />
<div>{{#if:<br />
{{#vardefine:releasedate|9th February 2013}}<br />
{{#vardefine:currentversion|0.7.5}}<br />
{{#vardefine:lasttestdate|}}<br />
{{#vardefine:currenttestversion|}}<br />
{{#vardefine:divaversion|0.7.5}}<br />
{{#vardefine:url_binzip|http://track.opensimulator.org/link_counter.php?url=http://opensimulator.org/dist/opensim-{{#var:currentversion}}.zip}}<br />
{{#vardefine:url_bingz|http://track.opensimulator.org/link_counter.php?url=http://opensimulator.org/dist/opensim-{{#var:currentversion}}.tar.gz}}<br />
{{#vardefine:url_srczip|http://track.opensimulator.org/link_counter.php?url=http://opensimulator.org/dist/opensim-{{#var:currentversion}}-source.zip}}<br />
{{#vardefine:url_srcgz|http://track.opensimulator.org/link_counter.php?url=http://opensimulator.org/dist/opensim-{{#var:currentversion}}-source.tar.gz}}<br />
{{#vardefine:divazip|http://metaverseink.com/cgi-bin/link_counter.php?url=http://metaverseink.com/download/diva-r22458.zip}}<br />
{{#vardefine:sha1_binzip|7c4403834772338286f34532ac2944af45938e8e}}<br />
{{#vardefine:sha1_bingz|faf18032bb4c85877695e6b5d958c9f71d21e706}}<br />
{{#vardefine:sha1_srczip|9deaecc913d7ac4799eeba1a025837ee99a2b312}}<br />
{{#vardefine:sha1_srcgz|d96f70304368eec955fa0b529bb5f0dee72c27c1}}<br />
{{#vardefine:sha1_divazip|7024de3a8db6850577eb523b0fd9b06053bb8b03}}<br />
}}<noinclude>Release Information:<br />
{|border=1 cellpadding=10 cellspacing=0<br />
|-<br />
|Release Date||{{#var:releasedate}}<br />
|-<br />
|Current Version||{{#var:currentversion}}<br />
|-<br />
|Last Test Date||{{#var:lasttestdate}}<br />
|-<br />
|Current Test Version||{{#var:currenttestversion}}<br />
|-<br />
|Diva Version||{{#var:divaversion}}<br />
|-<br />
|URL(bin.zip)||{{#var:url_binzip}}<br />
<span style="font-size:68%">'''''sha1''':{{#var:sha1_binzip}}''</span><br />
|-<br />
|URL(bin.tar.gz)||{{#var:url_bingz}}<br />
<span style="font-size:68%">'''''sha1''':{{#var:sha1_bingz}}''</span><br />
|-<br />
|URL(src.zip)||{{#var:url_srczip}}<br />
<span style="font-size:68%">'''''sha1''':{{#var:sha1_srczip}}''</span><br />
|-<br />
|URL(src.tar.gz)||{{#var:url_srcgz}}<br />
<span style="font-size:68%">'''''sha1''':{{#var:sha1_srcgz}}''</span><br />
|-<br />
|URL(diva)||{{#var:divazip}}<br />
<span style="font-size:68%">'''''sha1''':{{#var:sha1_divazip}}''</span><br />
|}<br />
</noinclude></div>Teravushttp://opensimulator.org/wiki/Talk:Main_PageTalk:Main Page2012-11-22T12:15:20Z<p>Teravus: Reverted edits by Jskelton (talk) to last revision by Makopoppo</p>
<hr />
<div>I believe planet.opensim.us is indeed dead - it was setup by sdague who has since stopped opensim developer, so I don't think that it's coming back -- [[User:Justincc|Justincc]] 00:31, 4 January 2011 (UTC)<br />
<br />
== planet.opensim.us is just temporarily unavailable ==<br />
<br />
planet.opensim.us is just temporarily unavailable<br />
<br />
It'll be back soonish.<br />
<br />
: Thanks Teravus - it's back so I reinstated the page (the above was a response to Makopoppo removing the link) -- [[User:Justincc|Justincc]] 23:17, 4 January 2011 (UTC)<br />
<br />
::Sorry for hasty interpretation and thank you for undoing, Justincc! --[[User:Makopoppo|Makopoppo]] 12:22, 5 January 2011 (UTC)<br />
<br />
Image of the Moment updated with prior approval from Justin :) - [[User:Kenearlg|Ken Grunke aka Key Gruin]] 12 October 2011</div>Teravushttp://opensimulator.org/wiki/Sim_ThrottlesSim Throttles2011-03-28T21:39:03Z<p>Teravus: /* Added a 6 lane highway analogy */</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
[[Technical Reference | Technical Reference]] -> [[Technical Reference/terms | Terms]] -> [[Sim Throttles | Sim Throttles]]<br />
{{content}}<br />
== [[Technical Reference | Technical Reference]] ==<br />
=== What are Sim Throttles? ===<br />
Protocol throttling discussion by Teravus Ousley from #opensim-dev<br />
<br />
:D.. just a note.. I've gotten a few questions about how the throttle I put in a few revisions ago works and I think this channel can benefit from the description also.<br />
<br />
Basically the throttle's purpose is to send only so much data to the client at one time. Too much data and the client drops packets and objects/textures don’t rez / are gray, too little data and things load excruciatingly slow. We don’t want to flood the client and we don’t want them to wait too long.<br />
<br />
Previously, we've *set* the throttler max value to various levels over the course of the project. <br />
<br />
Last it was 256kbps<br />
The new throttler however, doesn't work that way.<br />
<br />
In clientview.cs there are some minimum and maximum throttle settings that you can set <br />
The previous throttler had a maximum outgoing data amount only<br />
the new throttler has 8 different throttles. Therefore it also has a Minimum outgoing bytes per second, a Maximum outgoing bytes per second, and a default outgoing bytes per second *for each throttle*<br />
The other thing that this throttler does differently is 'listen to what the client asks for the throttles to be' .. that's the reason for the Bytes per second Minimum<br />
We don't want to be throttling on the sim endlessly if the client says "Hey send me 0 bytes of data on Land"<br />
<br />
The reason for the 8 different types is because of the way things work in this world :D.. Each type of data has it's own throttle settings because there are times when, for example, a billion textures are being downloaded that it's necessary to send 'other' information too<br />
The other information might include; updates about where other people are and updates about where you are. We can't let that huge influx of texture data cause the sim to not send you updates about where 'you' are otherwise, you'd freeze in place until all that texture data is downloaded<br />
<br />
Therefore I split all of the outgoing traffic into types<br />
The types are: Resend, Land, Task, wind, clouds, texture, and asset types.<br />
There's also the total outgoing maximum throttle.<br />
That makes 8 different throttles<br />
<br />
The description of the throttles types in opensim are as follows:<br />
<br />
Resend: When a packet is sent with a reliable flag, it must be acknowledged by the client. The client needs to send back an 'ack' packet within an allotted amount of time.<br />
If the client doesn't send back an ack packet, the packet gets resent.<br />
<br />
Land: Any land layer related data. Any heightfield updates.. etc. <br />
<br />
Wind: Any changes in the wind data of the sim.<br />
<br />
Clouds: Any changes in the cloud layer data.<br />
<br />
Texture: Any and all textures.<br />
<br />
Asset: Any asset type transactions.. like Downloading your inventory.. for example.<br />
and finally 'Task:'<br />
<br />
Task is sort of.. any agent, prim, or event going on in the sim besides land, wind, clouds, texture, asset.. etc.<br />
<br />
Now, I didn't come up with this data scheme typing.. Linden Labs did :D. And they programmed the client to request different throttles for each of these types<br />
It sends them using the 'AgentThrottle' packet<br />
<br />
But, I digress… <br />
<br />
The packet throttler has a minimum, maximum and default outgoing throttle setting for each of these types and a 'total outgoing' throttle. The default values in clientview.cs are 'reasonable' but I expect that they will be tweaked in the future.<br />
<br />
Fair warning: This 'speech' gets more 'geeky' from here.<br />
.<br />
The UDP system has an endless ClientLoop function that has what's known as a blocking queue. It uses a blockingqueue to keep it from consuming all of the sim's resources.<br />
The blocking queue basically stops the loop while there's no traffic coming in or out.<br />
This blocking queue, in the code is called PacketQueue<br />
The important thing to know about it, is when there's no data in the queue, it stops the endless clientloop function.<br />
<br />
Now.. since we're accepting input from the client about what the network throttles should be.. we need to make sure they are sane. The minimum and maximum values are for that purpose.<br />
<br />
If the client requests an outgoing throttle (for any of the types) that's lower then the minimum, then the client will get the minimum throttle amount that we set.<br />
<br />
If the client requests an outgoing throttle( for any of the types) that's greater then the maximum that we set, then the client will get the maximum throttle amount that we set.<br />
<br />
If the total amount of all of the throttle values is over the maximum total outgoing throttle amount that we set, I scale the values down by their percent of the total amount of Bytes <br />
per second the sim will scale the throttles down in the amount equal to the percentage of the total connection the client requested.<br />
<br />
One example, lets say the maximum outbound throttle is set at 1000000kbps, and the client requests the following throttles: 200000-land, 100000-wind, 500000-task, 100000-cloud,300000-texture, 100000 - asset, 300000 - Resend.<br />
The total Bytes Per second is 1,600,000. This is over the maximum throttle so I take a percentage for each type of the total connection and apply it to a 1000000kbps maximum.<br />
land's percentage of the total is 12.5%, wind is 6.25%, etc.. Then I apply that percentage to the maximum outbound throttle kbps to get a scaled throttle value<br />
<br />
The only one that doesn't get scaled is the Resend. It's done that way because scaling or otherwise modifying what the client requests there would be bad.<br />
Just make sure it's sane and under the maximum throttle for the outboundresend throttle<br />
the throttle also works by dumping the packets (if we're over the throttle values) into queues that empty out into the main blockingqueue a couple of times a second if need be up to the throttle limit. This doesn't compete with current traffic because at that point current traffic is going into the queues anyway. Once again, there's a queue for each type of traffic and there's a routine to make sure that the throttle for each type of traffic is also respected. <br />
The different throttle settings also makes sure that when we're throttling, we send the maximum packets possible under the throttle so the queue doesn't continue to build up to infinitum. If we've got 90% of the traffic being 'texture' related traffic and 10% land, map, task, etc. Then, the texture traffic will be throttled, but the land map task and other packets will fill up the maximum available outbound space.<br />
<br />
In conclusion, the new packet throttler takes input from the client about what the client wants the throttles to be set and keeps the throttles set at sane values.<br />
<br />
To change the maximum amount of Bytes Per second that your sim will send out, you need only to change the maximum outgoing throttle bytes per second setting.<br />
<br />
If you don't change them, the amount of data going out could range between 5000 bytes per second to 1540000 bytes per second depending on what the client has set in the 'network' pane of preferences and how many prim/textures/avatar are in the sim at the same time.<br />
<br />
In practice the main burst of traffic happens when the client logs in after that, the majority of traffic is about textures.<br />
<br />
Another thing the client tries to 'self heal' by changing throttling settings based on it's experience of the network conditions if it experiences lots of packet loss, it throttles down all by itself.<br />
<br />
Maybe a better analogy is a 6 Lane outgoing highway where each type of vehicle has a designated lane (Land,Wind,Clouds,Texture,Asset,Task) and one for emergencies(resend). Each lane also has a limit of vehicles that can travel it at a time. Every vehicle over the limit has to wait in traffic. The client asks for a certain amount of vehicles of each. The simulator also has it's idea of the minimum and the maximum number of vehicles that the client can ask for per lane and overall. If the client asks for too much, the simulator doesn't tell the client no. It simply adds up the vehicle limits for all of lanes asked for by the client. It figures out each individual lane's percent of the added up vehicles in the last step, then uses the simulator's maximum number of vehicles total and the individual lane percentage of the whole in the request to get the new lane vehicle max. If the client asks for too little, then the simulator sets it at it's lower bound. Each lane has it's capacity. That's the maximum. Each lane also has a minimum so that a client can't simply 'stop' traffic on one lane causing it to back up, road rage and a highway shooting. When set reasonably, this works. When not set reasonably, this could cause real issues. Lets say the client asked for 10,000,000bps task and 1,000bps for all of the other lanes but the simulator maximum is set for 1,000,000bps. You can see where this is going. I think the minimum is applied after the percentage so that, at least protects the simulator from stupid but the minimum doesn't usually have a good experience. The simulator has minimums and maximums for each lane. It also has an overall maximum.<br />
<br />
<br />
[[Category:Support]]<br />
[[Category:Tech Reference]] <br />
[[Category:Help]]<br />
[[Category:Configuration]]<br />
[[Category:Getting_Started]]<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/Talk:Main_PageTalk:Main Page2011-01-04T03:36:44Z<p>Teravus: /* planet.opensim.us is just temporarily unavailable */ new section</p>
<hr />
<div>I believe planet.opensim.us is indeed dead - it was setup by sdague who has since stopped opensim developer, so I don't think that it's coming back -- [[User:Justincc|Justincc]] 00:31, 4 January 2011 (UTC)<br />
<br />
== planet.opensim.us is just temporarily unavailable ==<br />
<br />
planet.opensim.us is just temporarily unavailable<br />
<br />
It'll be back soonish.</div>Teravushttp://opensimulator.org/wiki/Development_TeamDevelopment Team2010-11-01T17:37:12Z<p>Teravus: Moving myself to the white rabbit spot until moving is completed</p>
<hr />
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| &nbsp; <br />
| IBM <br />
| Scientific visualization schemes, virt world product design, persistant workspaces, virt world based big biz<br />
|-<br />
| Shenlei <br />
| Shenlei Winkler<br />
| Shenlei Flasheart, Shenlei Winkler <br />
| <br />
| &nbsp; <br />
| Fashion Research Institute <br />
| Product Design and Development, Apparel industry, and o yes, I wrote the book&nbsp;;)<br />
|-<br />
| cmu <br />
| Christopher Mumme <br />
| Snook Destiny <br />
| <br />
| +1 <br />
| http://www.cmu-develop.de/ and research group "Collaboration Systems and CSCW" at Clausthal University of Technology <br />
| Testing OpenSim, working with OpenSim-Engine, reporting on OpenSim<br />
|-<br />
| [[Silpol]] <br />
| Andriy Tymchenko <br />
| Andy Tir <br />
| <br />
| EET (+2/3) <br />
| http://silpol.blogspot.com/ (also visible at Nokia) <br />
| Highly uncoordinated mess with elements of palace games, under-table diplomacy, rebellion, coup d'état and mutiny. optionally pirate<br />
|-<br />
| [[User:Grumly|Grumly]] <br />
| <br />
| Forest Klaar <br />
| Grumly TheBear <br />
| GMT+1 <br />
| .NET MCAD Dev/Arch/Trainer http://www.devoteam.com <br />
| Trying to get into OpenSim code for now. Particularly interrested in data persistence. blog (Hello, Avatar!): http://lslblog.free.fr<br />
|-<br />
| [[DaTwitch]] <br />
| James G. Stallings II <br />
| <br>Lazarus Longstaff <br />
| Hiro Protagonist (OSGrid) <br />
| -5 <br />
| House Husband <br />
| OSGrid Region owner, OSGrid Operator,<br>Forum Admin, sometime wiki editor<br />
|-<br />
| gryc <br />
| Gryc Ueusp <br />
| Gryc Uriza <br />
| Gryc Uriza(OSGrid) <br />
| -6 <br />
| <br />
| PHP scripting, web interfaces, interconnectivity, cross-platformedness<br />
|-<br />
| [[User:Phrearch|Phrearch]] <br />
| Jeroen van Veen <br />
| Phrearch Miles <br />
| Phrearch Miles(OSGrid) <br />
| Amsterdam/Paris <br />
| <br />
| HWIOS, WiXTD, Wikidoc, Moo, User interfaces<br />
|-<br />
| [[User:Burnman|Burnman]] <br />
| Allen<br />
| Burnman Bedlam <br />
| <br />
| Boston, USA <br />
| <br />
| Testing, testing, and more testing! Getting familiar with the source, interested in all aspects of the project.<br />
|-<br />
| [[User:Krisbfunk|krisbfunk]] <br />
| Kris Bulman <br />
| Krisbfunk Vought <br />
| Krisbfunk Nocturnal(OSGrid) <br />
| PE, Canada (-4) <br />
| Edactive Technologies<br>NocturnalEye Productions<br>UPEI <br />
| Currently: Testing, bug reports, wiki updating, building on OSGrid<br />
|-<br />
| [[User:HashBox|HashBox]] <br />
| &nbsp; <br />
| Sibariel Darkstone <br />
| Sibariel Darkstone (OSGrid) <br />
| New Zealand (+12) <br />
| <br />
| Testing, bug reports, and updating the wiki.<br />
|-<br />
| [[User:Kinoc|Kinoc]] <br />
| Kino Coursey <br />
| Daxxon Jaxxon <br />
| Daxxon Kinoc (OSgrid) <br />
| -6 <br />
| Daxtron Laboratories <br> http://www.daxtron.com<br> University of North Texas <br />
| AI, Semantic web, Ontologies, Natural Laanguage Processing, Cyc, Bots, NPC<br />
|-<br />
| [[User:Trapuh|trapuh]] <br />
| Pedro Ribeiro <br />
| Vaiten Forder <br />
| <br />
| GMT <br />
| University Student, Escola Superior de Educação de Viseu, Portugal <br />
| Testing, eventual bug reports and wiki. Music, web/digital arts and php+sql.<br />
|-<br />
| [[User:SonicViz|SonicViz]] <br />
| Paul Cohen <br />
| Komuso Tokugawa <br />
| <br />
| +9 <br />
| Http://sonicviz.com <br />
| Audio/Music, Interactive Music, Control Protocols, Interfaces, VisualFX, Procedural animation/Generative systems + testing and general dev<br />
|-<br />
| [[User:Mokele|mokele]] <br />
| Scott Norman <br />
| Mokelembembe Mokeev <br />
| <br />
| -8 (Southern California) <br />
| Web Developer (PHP and MySQL) <br />
| Interested in seeing running on PowerPC Macs which it is. So, when I can, I'll compile and test on PowerPC Mac (PowerBook G4) and submit reports and then update the wiki if need on installing on Mac. Also have a Ubuntu 7.10 server that I can do testing on too.<br />
|-<br />
| [[User:Devalnor|devalnor]] <br />
| Devalnor <br />
| M. Watkin <br />
| <br />
| +1 (Belgium) <br />
| <br />
| Small Patch code, bug reports, and updating the wiki.<br />
|-<br />
| [[User:Ezekiel|Ezekiel]] <br />
| Ezekiel <br />
| Ezekiel Zabelin <br />
| <br />
| +1 <br />
| http://www.yosims.com <br />
| Concepts, business aspects of virtual worlds - web developer (PHP, MySQL, Javascript, LSL)<br />
|-<br />
| [[User:Buggmaster|Buggmaster]] <br />
| Mike D <br />
| Bug Master <br />
| None <br />
| -8 <br />
| http://www.adultmetaverse.com <br />
| Grid, Data/Web PHP/PERL/MySQL<br />
|-<br />
| [[User:Nixnerd|nixnerd]] <br />
| <br />
| Dangerously Moody <br />
| None <br />
| GMT <br />
| http://www.integratedtechnologies.eu <br />
| Cross Platform Testing, Feedback, Bug Reporting<br />
|-<br />
| [[User:MoHax|mohax]] <br />
| Mo Hax <br />
| Mo Hax <br />
| <br />
| -5 Eastern <br />
| IBM <br />
| Testing, Feedback, Content Contributions, Bug Reporting, Documenting, Development<br />
|-<br />
| [[User:Webmage|webmage]] <br />
| webmage <br />
| Leyla Masala <br />
| Web Mage <br />
| +1 <br />
| IBM <br />
| Testing, terrain<br />
|-<br />
| [[User:NLStitch|NLStitch]] <br />
| Marijn Oosterveld <br />
| Stitch Seale <br />
| NYA <br />
| GMT +1 Amsterdam <br />
| Twingate Systems (http://www.twingate.nl)<br>HanzeHogeschool Groningen, Netherlands <br />
| Programming, Photography, AI<br />
|-<br />
| [[User:Ideia Boa|Ideia Boa]] <br />
| Joao Lopes <br />
| Ideia Boa <br />
| Ideia Boa or Boa Ideia in some grids <br />
| GTM+1 Stockholm/Sweden <br />
| WorldSimTERRA - Virtual World that speaks Portuguese too<br>http://www.worldsimterra.com <br />
| Testing and more testing! Updating the original wiki and translating the OpenSim Wiki into Portuguese and reporting on OpenSim<br />
|-<br />
| [[User:Lulurun|lulurun]] <br />
| liu <br />
| <br> <br />
| <br> <br />
| +9 <br />
| 3Di Inc, Japan <br>http://www.3di.jp <br />
| Patches, openid, server performance, UGAI<br />
|-<br />
| [[User:Carlosroundel|Carlosrounde]] <br />
| Carlosroundel <br />
| Carlos Roundel <br />
| <br> <br />
| +1 <br />
| Cyberlandia Italy<br>http://www.cyberlandia.net <br />
| Grid, programmer, database, tester<br />
|-<br />
| [[User:Mikebert|Mikebert]] <br />
| Michael Strunck <br />
| Mikebert Miles <br />
| Mikebert M34 <br />
| +1 <br />
| OpenSIM Wiki, Germany<br>http://www.opensim.de <br />
| German Wiki, Translater, Server Performance (Linux/Windows), Tester, Feedback, Bug Reporting, Server-Hosting<br />
|-<br />
| [[User:Fly-man-|Fly-Man-]] <br />
| Laurence <br />
| <br />
| Fly Man <br />
| +1 <br />
| <br />
| Testing, OpenSimSearch, OpenSimProfile<br />
|-<br />
| Taoki <br />
| Mircea Kitsune / Taoki Vixen <br />
| Mircea Kitsune (OSGrid) / Mircea Lobo (LL grid) <br />
| <br> <br />
| GMT +2 <br />
| <br> <br />
| Usually testing and bug reporting but I also make smaller patches where I know what to do.<br />
|-<br />
| [[User:Patnad|Patnad]] <br />
| Patrick <br />
| Patnad Babii <br />
| Patnad Babii (OSGrid) <br />
| GMT -5 <br />
| RezzMe Technologies<br>http://www.rezzme.com <br />
| Bug testing and reporting, I code C# and have submitted a few patches<br />
|-<br />
| [[User:^DarkMan|^DarkMan]] <br />
| Brian Adair <br />
| Patrick Ouachita <br />
| Brian Adair &#124; Patrick Meta <br />
| -6 CST <br />
| RealMetaLife &#124; B&amp;H Networking <br />
| Building, Scripting, Testing, etc.<br />
|-<br />
| [[User:Tlaukkan|Tommi Laukkanen]] <br />
| Tommi Laukkanen <br />
| &nbsp; <br />
| Tommi Laukkanen <br />
| +2 GMT <br />
| http://www.bubblecloud.org <br />
| Protocols ([http://www.bubblecloud.org MXP]), NHibernate, Scrip API, Map Generation, Bug Fixes, Grid Hosting<br />
|-<br />
| [[User:Mystical|Mystical]] <br />
| Kevin Tweedy <br />
| Mystical Demina <br />
| Mystical Demina <br />
| -5 <br />
| Extreme Reality Grid<br>http://www.XRGrid.com <br />
| Windows Communication Framework, Windows Workflow,Entity Framework, MSSQL<br>Enhancements,Commerce, Content,DotNetNuke based portal, development services<br />
|-<br />
| [[User:Godfrey|Godfrey]] <br />
| Jeff Lee <br />
| Warin Cascabel <br />
| <br />
| -5 (EST5EDT) <br />
| <br />
| Testing, minor bugfixes. Scripting, building, animating<br />
|-<br />
| Jamenai <br />
| Christopher Händler <br />
| Jamenai Luik <br />
| Jamenai Luik <br />
| +1 <br />
| Playneko Grid &#124; XIMDEX Jamenai<br>http://www.playneko.de<br>http://www.ximdex.de <br />
| Performance,Bug Reporting, Hosting, Grid-Owner,(PHP, MySQL, Perl, JavaScript, LSL)<br />
|-<br />
| [[User:Bikcmp|bikcmp]] <br />
| Jason <br />
| Jake1500 Allen <br />
| Jason Helios (The Helios Grid) <br />
| EST <br />
| Blue Software <br />
| Search, groups, land, and currency<br />
|-<br />
| [[User:Mark.malewski|Slipaway]] <br />
| Mark Malewski <br />
| Chris Rock <br />
| <br />
| -6 (-5 during summer - CDT) <br />
| NexTECH / Joopla <br />
| Web development &amp; systems integration, terrain, WIKI documentation, tutorials, testing, bug reporting and feedback.<br />
|-<br />
| barakademi <br />
| Steve Topp <br />
| barakademi Barzane <br />
| same avi on baragrid OSgrid Grid4us sciencesim <br />
| utc+1 (CET) paris <br />
| http://xbot-sl.barakademi.org http://vps.barakademi.org/oswi http://vps.barakademi.org/oswi/loginscreen.php <br />
| Music LiveMusic MetaverseMusic Opensim Libomv Mono-2.4 Linux (suse,debian,ubuntu) Admin Scripting Automating Development Intergration php mysql bash nant +++<br />
|-<br />
| [[User:Robert d|robert_d]] <br />
| Robert Dzikowski <br />
| <br />
| OSGrid: robert_d 13 <br />
| UTC+1 <br />
| [http://blog.rd-it.net http://blog.rd-it.net] <br />
| Region Modules, Tutorials<br />
|-<br />
| [[User:Snoopy2|Snoopy2]] <br />
| Snoopy Pfeffer <br />
| Snoopy Pfeffer <br />
| Snoopy Pfeffer <br />
| <br />
| [http://www.3dmetaverse.com/ http://www.3dmetaverse.com/] <br />
| Region Hosting, Open Metaverse, 3D Web, server and viewers, service management<br />
|-<br />
| john_ <br />
| John&nbsp;Moyer <br />
| VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal <br />
| <br />
| -5 <br />
| Best&nbsp;Buy/Geek&nbsp;Squad <br />
| Tester<br />
|-<br />
| [[User:W!cKeD|_WicKeD]] <br />
| Maik <br />
| Maik Galaxy <br />
| El Diablo <br />
| +1 Germany <br />
| Creatio Inc. / [http://www.OpenSimGerman.us/ OpenSimGerman.us] <br />
| German Support, Translator, Building, Scripting, Testing, Hosting<br />
|-<br />
| [[User:Stevie Wakowski|Stevie Wakowksi]] <br />
| Steve Roberts <br />
| Stevie Wakowski <br />
| <br />
| +10 Australia <br />
| IBM <br />
| OpenSim builds, Linux, Modrex, bug reporting, evangalist for OpenSim in business applications.<br />
|-<br />
| Revolution<br />
| Matthew<br />
| Revolution Smythe <br />
| Revolution Smythe <br />
| -6 Central USA <br />
| None<br />
| Script engine, physics engine, general odd bugs, interesting and odd things<br />
|-<br />
| [[User:ClemsonGS|clemsonGS]] <br />
| Brian Cass <br />
| BC Sands <br />
| Brian Cass (VWC Grid) <br />
| -5 <br />
| http://www.cvwconline.org/ <br />
| Developing virtual worlds for use in higher education<br />
|-<br />
| <br />
| AlexRa <br />
| <br />
| <br />
| <br />
| Independent <br />
| <br />
|-<br />
| <br />
| <br />
| Robert Adams <br />
| <br />
| <br />
| Looking Glass Viewer <br />
| <br />
|-<br />
| <br />
| <br />
| Mikko Pallari <br />
| <br />
| <br />
| Realxtend <br />
| <br />
|-<br />
| <br />
| StrawberryFride <br />
| Chris Hart <br />
| <br />
| <br />
| ReactionGrid <br />
| <br />
|-<br />
| [[User:RemedyTomm|RemedyTomm]] <br />
| Tom Grimshaw <br />
| Tomm Remedy <br />
| KGrid: Casper Warden OSGrid: Tomm Remedy <br />
| UTC+0 (BST) <br />
| Remedy Communications <br />
| Texture pipeline, Groups, ObjectUpdates<br />
|-<br />
| <br />
| <br />
| Rob Smart <br />
| <br />
| <br />
| IBM <br />
| <br />
|-<br />
| MicheilMerlin<br />
| Micheil Merlin <br />
| Micheil Merlin <br />
| Micheil Merlin <br />
| -6 <br />
| Independent <br> [http://www.iliveisl.com/ http://www.iliveisl.com/] <br />
| Scripting, patches, and testcases<br />
|-<br />
| Pato Donald <br />
| Pato Donald <br />
| Morgam Biedermann <br />
| Pato Donald <br />
| -3 <br />
| Independent [http://www.matheusmk3.co.cc/ http://www.matheusmk3.co.cc/ <br />
| Groups, Scripts, Physics, Communication, Integration<br />
|-<br />
| [[User:Apelles|Apelles]] <br />
| Apelles Noel <br />
| Sungo Inshan <br />
| amrssc - soon <br />
| -5 Eastern <br />
| http://amrssc.com <br />
| Developing Virtual Worlds For Use In Education - Learning - Inventor++<br />
|-<br />
| <br />
| Sera Marx <br />
| Darkfire Soulstar <br />
| <br />
| +12 <br />
| Radiance promotions <br />
| Grid Host, Commissioner. ~ Anyone looking for work related to the development of Opensimulator or Viewers please contact me. Any work undertaken for me will be returned to Opensimulator unless made strictly for my Grid<br />
|-<br />
| <br />
| Doug Osborn <br />
| <br />
| Doug Osborn @ScienceSim <br />
| PST/SLT (-7 or -8) <br />
| CTO, F.R.I. <br />
| Performance testing, scripting, high prim count builds, bots, and running in-world conferences.<br />
|-<br />
| [[User:Hallow Palmer|Hallow Palmer]] <br />
| Markus <br />
| Hallow Palmer <br />
| <br> <br />
| +1 <br />
| Grid4Us<br>http://www.grid4us.net <br />
| Server Performance (Windows), Tester, Feedback, Business concepts,Bug Reporting, Server-Hosting<br />
|-<br />
| [[User:LenaVanilli|LenaVanilli]] <br />
| Lena Vanilli <br />
| Lena Vanilli <br />
| Lena Vanilli <br />
| +1 Germany<br />
| [http://www.hypergrid.org http://www.hypergrid.org] <br />
| Grid-Management, Testing Testing Testing, Region Hosting<br />
|-<br><br />
|}<br />
<br />
[[Category:Main]] [[Category:Development]] [[Category:Tech_Reference]] [[Category:Help]]</div>Teravushttp://opensimulator.org/wiki/Web_Statistics_ModuleWeb Statistics Module2010-10-18T19:23:53Z<p>Teravus: /* Live Demo */ Nebadon's Live Demo is no longer available.</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
Web Statistics Module provides region statistics information. The data is provided as AJAX html page which can be embedded to web site. The page is accessing the data over JSON interface.<br />
<br />
== Enabling Web Statistics ==<br />
<br />
Edit OpenSim.exe.ini:<br />
<br />
<pre><br />
[WebStats]<br />
enabled=true<br />
</pre><br />
<br />
== Accessing Web Statistics ==<br />
<br />
You can form url for region web statistics as follows:<br />
<br />
<pre><br />
http://<region-server-ip>:<http-port>/SStats/<br />
</pre><br />
<br />
<br />
<br />
== Feature Requests ==<br />
* XMLRPC access<br />
* Public JSON API for accessing counters.<br />
* Diagnostics counters:<br />
** Dead and stalled threads.<br />
** Number of exceptions since last startup.<br />
* Uptime counter.<br />
* Region build version.<br />
* Number of unique visitors during last hour.<br />
* Number of unique visitors during last 24 hours.<br />
* Grid based policy framework for setting it up.<br />
* Information on scripts running on region<br />
** Ability to suspend/restart/blacklist<br />
* Access Authorization</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-02-18T05:10:38Z<p>Teravus: /* Add an OpenSimulator related article to the press section */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
<br />
===February 2010===<br />
*[http://chronicle.com/article/After-Frustrations-in-Second/64137/ 14 Feb 2010 - After Frustrations in Second Life, Colleges Look to New Virtual Worlds]<br />
===January 2010===<br />
*[http://blog.genkii.com/2010/01/13/sparkle-im-1-3-4-released/ 13 Jan 2010 - iPhone App Sparkle IM 1.3.4 released which supports OpenSim grids]<br />
*[http://realxtend.blogspot.com/2010/01/naali-01-released.html 01 Jan 2010 - RealXtend releases first RC for naali, the realXtend and OpenSimulator Viewer]<br />
===November 2009===<br />
*[http://www.hypergridbusiness.com/2009/11/opensim-in-intel-spotlight/ 18 Nov 2009 - OpenSimulator in Intel Spotlight, Intel CTO Justin Rattner introduced OpenSim and ScienceSim at SC09 Super Computing Conference]<br />
===September 2009===<br />
*[http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090930005401&newsLang=en 30 Sept 2009 - 3Di Releases Open Source, web based viewer called Rei]<br />
===January 2009===<br />
*[http://blogs.intel.com/research/2009/01/sciencesim.php 29 Jan 2009 - Intel Research Launches ScienceSim based on OpenSimulator]<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag)</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-01-20T09:09:43Z<p>Teravus: /* Press added SC09 Intel mention, added Sparkle mention */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===January 2010===<br />
*[http://blog.genkii.com/2010/01/13/sparkle-im-1-3-4-released/ 13 Jan 2010 - iPhone App Sparkle IM 1.3.4 released which supports OpenSim grids]<br />
*[http://realxtend.blogspot.com/2010/01/naali-01-released.html 01 Jan 2010 - RealXtend releases first RC for naali, the realXtend and OpenSimulator Viewer]<br />
===November 2009===<br />
*[http://www.hypergridbusiness.com/2009/11/opensim-in-intel-spotlight/ 18 Nov 2009 - OpenSimulator in Intel Spotlight, Intel CTO Justin Rattner introduced OpenSim and ScienceSim at SC09 Super Computing Conference]<br />
===September 2009===<br />
*[http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090930005401&newsLang=en 30 Sept 2009 - 3Di Releases Open Source, web based viewer called Rei]<br />
===January 2009===<br />
*[http://blogs.intel.com/research/2009/01/sciencesim.php 29 Jan 2009 - Intel Research Launches ScienceSim based on OpenSimulator]<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag)</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-01-20T08:51:01Z<p>Teravus: /* Press added Rei press release added one for reX, scienceSIM */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===January 2010===<br />
*[http://realxtend.blogspot.com/2010/01/naali-01-released.html 01 Jan 2010 - RealXtend releases first RC for naali, the realXtend and OpenSimulator Viewer]<br />
===September 2009===<br />
*[http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&newsId=20090930005401&newsLang=en 30 Sept 2009 - 3Di Releases Open Source, web based viewer called Rei]<br />
===January 2009===<br />
*[http://blogs.intel.com/research/2009/01/sciencesim.php 29 Jan 2009 - Intel Research Launches ScienceSim based on OpenSimulator]<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag)</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-01-20T08:31:40Z<p>Teravus: /* January 2010 - Added documentation writing request*/</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br /><br />
-We're also looking for solid documentation writing. If you're interested, please subscribe to [http://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] and send us a letter.<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag)</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-01-20T08:26:09Z<p>Teravus: /* Blogs Added my own blog to the end of the blog list*/</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds<br />
* [http://b5od.com/?tag=/opensimulator b5od Teravus Misc Blog] - Teravus' technology blog about .NET, OpenSimulator, Security and other topics (OpenSimulator Tag)</div>Teravushttp://opensimulator.org/wiki/NewsNews2010-01-20T08:20:15Z<p>Teravus: /* Project News January 2010 */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
<br />
===January 2010===<br />
-Unofficial OpenSim meetup - UK<br /><br />
-Presence Refactor in testing. (Friends, SQLite and HyperGrid still need implementation in this branch) [http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/presence-refactor link]<br />
<br />
===December 2009===<br />
Version 0.6.8 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===September 2009===<br />
Version 0.6.7 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===June 2009===<br />
Version 0.6.6 has been released. Source packages can be downloaded at http://dist.opensimulator.org/.<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds</div>Teravushttp://opensimulator.org/wiki/DownloadDownload2009-12-24T02:26:17Z<p>Teravus: /* Source code */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
= Source code =<br />
<br />
Here are the current released versions of OpenSim. <br />
<br />
Please see [[Branches]] for more information on the repository branches and what they are for. <br />
<br />
<font color="#ff0000">'''Please note:'''</font> As OpenSim is still at an alpha code maturity stage, there is absolutely no guarantee that functionality works or is stable, even in the numbered releases. Certain features may not work either because the code is in rapid evolution, or because functionality expected by the Linden Labs Second Life viewer has simply not been implemented yet. However, constructive feedback is still welcomed. <br />
<br />
Also, please be aware that OpenSim requires that you have a fair amount of technical knowledge in order to set it up. <br />
<br />
The latest source releases are always hosted at http://dist.opensimulator.org, the current release is '''0.6.8''' (released on 12/23/2009) and can be downloaded at: <br />
<br />
*http://dist.opensimulator.org/opensim-0.6.8-release.tar.gz or <br />
*http://dist.opensimulator.org/opensim-0.6.8-release.zip<br />
<br />
Both these packages are the same except for the compression format. <br />
<br />
<br><br />
<br />
== Release Code via Git ==<br />
<br />
Instead of using a source archive release, you can pull specific releases from our git source code repository. For more information on installing and using Git, please see [[Using Git]]. <br />
<br />
In each case you'll want to start with a clone: <br />
<br />
git clone git://opensimulator.org/git/opensim<br />
<br />
Then all other commands are run from inside the checked out directory. For example<br />
<br />
*'''Command for retrieving 0.6.8'''<br />
<br />
git checkout 0.6.8-release<br />
<br />
*'''Command for retrieving 0.6.8 with ongoing fixes'''<br />
<br />
git checkout -b 0.6.8-post-fixes origin/0.6.8-post-fixes<br />
<br />
*'''Command for updating an existing checked out 0.6.8 branch with subsequent changes'''<br />
<br />
git pull<br />
<br />
== Release Code via ViewGit Web Utility ==<br />
<br />
You can also get OpenSimulator code via the ViewGit web utility at<br />
<br />
http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
or for the 0.6.8-post-fixes branch.<br />
<br />
http://opensimulator.org/viewgit/?a=shortlog&p=opensim&h=refs/heads/0.6.8-post-fixes<br />
<br />
You'll see a list of revisions as shown below. <br />
<br />
[[Image:Git Summary.png|center|640x112px]] <br />
<br />
The tarball or zip source code package for any particular revision can be downloaded by the ''tar/gz'' and ''zip'' links in the rightmost "Actions" column.<br />
<br />
== Release notes ==<br />
<br />
These are extracted from the subversion history log and correlated with the tagged releases. It should provide some idea of the changes between each tagged version. How ever, since the tagged releases are moved out of the trunk, the versions aren't an exact correlation. Please read and understand [[Release Cycle]] and [[On revisions, tags and branches]] before using this information. <br />
<br />
''These notes are not currently being maintained. Need to update process for git which shouldn't be hard to do''<br />
<br />
*[[Recent]] (since last tagged version) <br />
*[[0.6.6-release]] (SVN version 9961) <br />
*[[0.6.5-release]] (SVN version 9667) <br />
*[[0.6.4.1-release]] (SVN version 9009) <br />
*[[0.6.4-release]] (SVN version 8960) <br />
*[[0.6.3-release]] (SVN version 8506) <br />
*[[0.6.2-release]] (SVN version 8068) <br />
*[[0.6.1-release]] (SVN version 7880) <br />
*[[0.6.0-release]] (SVN version 7176) <br />
*[[0.5.11-release]] (SVN version 6676) <br />
*[[0.5.10-release]] (SVN version 6422) <br />
*[[0.5.9-release]] (SVN version 5970) <br />
*[[0.5.8-release]] (SVN version 5111) <br />
*[[0.5.7-release]] (SVN version 4818) <br />
*[[0.5.6-release]] (SVN version 4488) <br />
*[[0.5.5-release]] (SVN version 4239) <br />
*[[0.5.4-release]] (SVN version 3879) (Not sure what happened to 0.5.3 &amp; 0.5.2) <br />
*[[0.5.1-release]] (SVN version 3724) <br />
*[[0.5.0-release]] (SVN version 3184) <br />
*[[0.4.5.3-stable]] (SVN version 2844) <br />
*[[0.4.5.2-stable]] (SVN version 2772) <br />
*[[0.4.5.1-stable]] (SVN version 2610) <br />
*[[0.4.5-release]] (SVN version 2293) <br />
*[[0.4.0-rc]] (SVN version 1953) <br />
*[[0.3.2-release]] (SVN version 1385) <br />
*[[0.3.1-devel]] (SVN version 1226) (Around here things start to get a bit confusing) <br />
*[[0.2.1-release]] (SVN version 1224) <br />
*[[0.3.0-devel]] (SVN version 1126) <br />
*[[0.0.0-release]] (SVN version 1022) <br />
*[[0.1.0-release]] (SVN version 1021) <br />
*[[0.2.0-release]] (SVN version 1020)<br />
<br />
=Binaries=<br />
The OpenSim project only does source based releases, which you must [[Build_Instructions|compile]] yourself. Many members of our community provide binary installers that you can used based on those source releases. Links below are provided for convenience.<br />
<br />
==Installers==<br />
<br />
* '''0.6.6 Windows Installer (Post-fixes version r9993)'''<br />
http://forge.opensimulator.org/gf/download/frsrelease/199/588/OpenSim0.6.6Setup.exe<br />
<br />
* '''0.6.6 Mac OS X Installer (Post-fixes version r9993)'''<br />
http://forge.opensimulator.org/gf/download/frsrelease/198/587/OpenSimulator-0.6.6-post-fixes-r9993.dmg<br />
<br />
* '''0.6.6 (and other releases/revs) unofficial Debian and Ubuntu Linux .deb packages<br />
http://opensimulator.org/wiki/UnofficialDebPackages<br />
<br />
==Diva Distribution==<br />
<br />
* '''Preconfigured hypergrided standalone.''' Easy to setup and to keep up to date. Windows and Linux/Unix. Download the file diva-rNNNN.zip, unzip it, read README.txt and take it from there.<br />
http://github.com/diva/diva-distribution/downloads<br />
<br />
<br />
= Older Versions Archive =<br />
<br />
All older versions of OpenSim are available from the Git repo (this includes fully converted versions of every change that existed in the subversion repository, including all old tags and branches). Please be aware that even if there is zero official support for the latest version, there's even less support for older ones. They are kept here for historical and technological reference only.<br />
<br />
The 'official' release tags and branches are all available from:<br />
git://opensimulator.org/git/opensim<br />
<br />
The named branches are typically extremely experimental offshoots. Stick with recent numbered versions if you expect anything to work.<br />
<br />
= Experimental Upstream Code =<br />
<font style="color: red; font-size: big">'''There Be Dragons Beyond This Point'''</font><br />
<br />
If you are truly feeling dangerous, adventurous, or want to help us test the next version of OpenSim you are welcome to grab the latest unstable code out of our git master repository. Any warnings previous expressed about the alpha nature of the code go double or triple if you are running directly off of master. '''Never, ever, ever, never''' run this in production environments, it is not suitable for that unless you are very familiar with the source code, and can hot fix any piece of it (that probably means you are an OpenSim core member). Feedback and testing on the unstable tree is appreciated, as that helps us make the next release better. If this scares you from using trunk, that was intended.<br />
<br />
If it breaks, you get to keep both pieces.<br />
<br />
* '''Latest git revision version (bleeding edge)'''<br />
git clone git://opensimulator.org/git/opensim<br />
<br />
* '''To checkout a specific revision'''<br />
After creating the clone, chnage into the directory and:<br />
git reset --hard ########<br />
<br />
Where ######## is the unique hash of the version you are interested in.<br />
<br />
Another option for obtaining the code is via subversion with our svn mirror. This mirrors all git changes since the old 10k1 changeset in subversion. It is synchronized every 15 minutes, so may be 15 minutes behind git master.<br />
<br />
* '''Latest subversion revision version (bleeding edge)'''<br />
svn co http://opensimulator.org/svn/opensim-track/trunk opensim<br />
<br />
=Related Software=<br />
[[Related_Software|Related Software Section - CLICK HERE]]<br><br><br />
<br />
''Pages by Category:''[[:Category:Users| User-pages]],[[:Category:Development| Developer-pages]],[[:Category:Scripts| Scripts]]<br /><br />
<br />
[[Category:Users]]<br />
[[Category:Developers]]<br />
<cleanpage title=hide cats=hide /></div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2009-11-28T10:51:39Z<p>Teravus: Undo revision 16066 by Teravus (Talk)</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. [In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.''']<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
<br />
Ensure that the file ../ou/bootstrap is executable and then bootstrap the build process as follows:<br />
<br />
It might be necessary to make the bootstrap file executable(if it is not) with this optional next step:<br />
<br />
$ cd ou<br />
$ chmod +x bootstrap<br />
<br />
Now get ready and run autogen<br />
<br />
$ sh autogen.sh<br />
<br />
and compile it as shown below. Depending on how permissions are setup, you may need to sudo for the make install step:<br />
<br />
./configure --enable-shared --disable-demos --disable-asserts<br />
make<br />
make install<br />
cp /usr/local/lib/libode.so /my/opensim/production/dir<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
Try to play a bit with the avatar-settings in OpenSim.ini, if the avatar has it's feet stick in the terrain or if the basic-position is crouching.<br />
These settings seem to work on Linux64:<br />
av_capsule_radius = 0.68<br />
av_capsule_standup_tensor_linux = 1900000<br />
av_density = 90<br />
<br />
== Compiling ODE from source (Mac OS X) ==<br />
<br />
You can use essentially the same build process on OS X as on Linux,<br />
but there are a couple of minor differences.<br />
<br />
First, the <tt>autogen.sh</tt> script tries to automatically determine<br />
the name of the libtoolize binary (which is named glibtoolize on OS<br />
X). To do this, it uses the <tt>which</tt> command under bash, but<br />
the error code returned by <tt>which</tt> is always 0 in bash. If you<br />
see an error message like this:<br />
<br />
autogen.sh: line 44: no: command not found<br />
<br />
then open autogen.sh in a text editor and change the first<br />
<pre>LIBTOOLIZE=`which libtoolize`</pre> to <pre>LIBTOOLIZE=`which glibtoolize`</pre><br />
and re-run it.<br />
<br />
Also, you must have automake 1.10 or later. You can check your<br />
current version with:<br />
<br />
automake --version<br />
<br />
You can get version 1.10 from [http://www.macports.org/ MacPorts] or<br />
[http://www.finkproject.org/ fink] if yours is older. Be sure to<br />
place the new binary directories ahead of your system binary<br />
directories in your PATH. You may have to open a new shell for your<br />
changes to take effect.<br />
<br />
Then you can follow the Linux instructions to build the library. When it has built, copy the <tt>ode/src/.libs/libode.dylib</tt> file to the OpenSim <tt>bin</tt> directory.<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2009-11-28T10:50:53Z<p>Teravus: remove extra bracket</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. [In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
<br />
Ensure that the file ../ou/bootstrap is executable and then bootstrap the build process as follows:<br />
<br />
It might be necessary to make the bootstrap file executable(if it is not) with this optional next step:<br />
<br />
$ cd ou<br />
$ chmod +x bootstrap<br />
<br />
Now get ready and run autogen<br />
<br />
$ sh autogen.sh<br />
<br />
and compile it as shown below. Depending on how permissions are setup, you may need to sudo for the make install step:<br />
<br />
./configure --enable-shared --disable-demos --disable-asserts<br />
make<br />
make install<br />
cp /usr/local/lib/libode.so /my/opensim/production/dir<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
Try to play a bit with the avatar-settings in OpenSim.ini, if the avatar has it's feet stick in the terrain or if the basic-position is crouching.<br />
These settings seem to work on Linux64:<br />
av_capsule_radius = 0.68<br />
av_capsule_standup_tensor_linux = 1900000<br />
av_density = 90<br />
<br />
== Compiling ODE from source (Mac OS X) ==<br />
<br />
You can use essentially the same build process on OS X as on Linux,<br />
but there are a couple of minor differences.<br />
<br />
First, the <tt>autogen.sh</tt> script tries to automatically determine<br />
the name of the libtoolize binary (which is named glibtoolize on OS<br />
X). To do this, it uses the <tt>which</tt> command under bash, but<br />
the error code returned by <tt>which</tt> is always 0 in bash. If you<br />
see an error message like this:<br />
<br />
autogen.sh: line 44: no: command not found<br />
<br />
then open autogen.sh in a text editor and change the first<br />
<pre>LIBTOOLIZE=`which libtoolize`</pre> to <pre>LIBTOOLIZE=`which glibtoolize`</pre><br />
and re-run it.<br />
<br />
Also, you must have automake 1.10 or later. You can check your<br />
current version with:<br />
<br />
automake --version<br />
<br />
You can get version 1.10 from [http://www.macports.org/ MacPorts] or<br />
[http://www.finkproject.org/ fink] if yours is older. Be sure to<br />
place the new binary directories ahead of your system binary<br />
directories in your PATH. You may have to open a new shell for your<br />
changes to take effect.<br />
<br />
Then you can follow the Linux instructions to build the library. When it has built, copy the <tt>ode/src/.libs/libode.dylib</tt> file to the OpenSim <tt>bin</tt> directory.<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2009-11-28T10:48:33Z<p>Teravus: Removed [obsolite?] from the ulimit setting.. it's not obsolite and it's very important.</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br /><br />
<br />
There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. [In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.''']<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
<br />
Ensure that the file ../ou/bootstrap is executable and then bootstrap the build process as follows:<br />
<br />
It might be necessary to make the bootstrap file executable(if it is not) with this optional next step:<br />
<br />
$ cd ou<br />
$ chmod +x bootstrap<br />
<br />
Now get ready and run autogen<br />
<br />
$ sh autogen.sh<br />
<br />
and compile it as shown below. Depending on how permissions are setup, you may need to sudo for the make install step:<br />
<br />
./configure --enable-shared --disable-demos --disable-asserts<br />
make<br />
make install<br />
cp /usr/local/lib/libode.so /my/opensim/production/dir<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
Try to play a bit with the avatar-settings in OpenSim.ini, if the avatar has it's feet stick in the terrain or if the basic-position is crouching.<br />
These settings seem to work on Linux64:<br />
av_capsule_radius = 0.68<br />
av_capsule_standup_tensor_linux = 1900000<br />
av_density = 90<br />
<br />
== Compiling ODE from source (Mac OS X) ==<br />
<br />
You can use essentially the same build process on OS X as on Linux,<br />
but there are a couple of minor differences.<br />
<br />
First, the <tt>autogen.sh</tt> script tries to automatically determine<br />
the name of the libtoolize binary (which is named glibtoolize on OS<br />
X). To do this, it uses the <tt>which</tt> command under bash, but<br />
the error code returned by <tt>which</tt> is always 0 in bash. If you<br />
see an error message like this:<br />
<br />
autogen.sh: line 44: no: command not found<br />
<br />
then open autogen.sh in a text editor and change the first<br />
<pre>LIBTOOLIZE=`which libtoolize`</pre> to <pre>LIBTOOLIZE=`which glibtoolize`</pre><br />
and re-run it.<br />
<br />
Also, you must have automake 1.10 or later. You can check your<br />
current version with:<br />
<br />
automake --version<br />
<br />
You can get version 1.10 from [http://www.macports.org/ MacPorts] or<br />
[http://www.finkproject.org/ fink] if yours is older. Be sure to<br />
place the new binary directories ahead of your system binary<br />
directories in your PATH. You may have to open a new shell for your<br />
changes to take effect.<br />
<br />
Then you can follow the Linux instructions to build the library. When it has built, copy the <tt>ode/src/.libs/libode.dylib</tt> file to the OpenSim <tt>bin</tt> directory.<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/Main_PageMain Page2009-11-06T07:53:41Z<p>Teravus: /* rolling this back until this is discussed with the developers */</p>
<hr />
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{{Template:MainPageQuicklinks}}<br />
<br />
{{Languages}}<br />
<br />
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Please use the Information Template to announce new things, the other languages are added as well<br />
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<br />
=== What is OpenSimulator? ===<br />
{{Template:FrontPageSidebar}}<br />
<br />
OpenSimulator is a 3D Application Server. It can be used to create a virtual environment (or world) which can be accessed through a variety of clients, on multiple protocols. OpenSimulator allows you to develop your environment using the technologies you feel work best - we've designed the software to be easily extendable through [[Getting Started with Region Modules|loadable modules]] to build completely custom configurations. OpenSimulator is released under a [[BSD License]], making it both open source, and commercially friendly to embed in products.<br />
<br />
Out of the box, OpenSimulator can be used to simulate a virtual environment similar to Second Life™ (including client compatibility). Other environments, protocols and features are supported via add on modules. For a list of available modules check out our [http://forge.opensimulator.org/gf/ forge site].<br />
<br />
Although OpenSimulator is still considered '''alpha software''', many people are [http://technorati.com/search/opensim?authority=a4&language=en doing exciting things with it].<br />
<br />
=== Features ===<br />
Even though OpenSimulator is relatively young software it already has many useful features<br />
* Supports creating multiple 'worlds' in a single application instance.<br />
* Supports multiple clients and protocols - access the same world at the same time via multiple protocols.<br />
* Extensive ability to customize your avatar, both with custom clothing, skins, and attached objects.<br />
* Realtime Physics Simulation, with multiple engine options including ODE, PhysX, Bullet and more.<br />
* The ability to create content real time in the environment using in world building tools. What you see is what you get.<br />
* In world application development using a number of different languages, including LSL/OSSL, C#, JScript and VB.NET<br />
<br />
=== Using OpenSimulator ===<br />
The fastest way to get started using OpenSimulator is to create an account on [http://osgrid.org OSGrid], then download the [http://opensim-viewer.sourceforge.net/ Hippo Viewer] or [http://secondlife.com/support/downloads.php Linden Lab's Second Life viewer] (amongst others) to connect to OSGrid. This process should take no longer than 10 minutes, and will give you a flavor for what OpenSimulator is like.<br />
<br />
You can also easily connect to any one of the many [[Grid_List|public grids]] on the internet.<br />
<br />
Or you could run a simple standalone OpenSim on your Windows desktop to create and preview content. [http://www.youtube.com/watch?v=M8fwqdaCTrc Here is a tutorial showing how to get opensimulator running in stand-alone mode.].<br />
<br />
=== Running your own OpenSimulator ===<br />
If you are interested in running your own OpenSimulator server, to host your own 3D environments you'll want to check out the following links:<br />
* [[Download|Getting OpenSimulator]]<br />
* [[Build_Instructions|Building OpenSimulator]]<br />
* [[Configuration|Configuring OpenSimulator]]<br />
* [[Running|Running OpenSimulator]] '''(Windows / Linux Scripts for Management & Operations)'''<br />
* [[FAQ|Frequently Asked Questions in Running OpenSimulator]]<br />
* [[Technical Reference | Technical Reference Pages]]<br />
<br />
=== Participating in the OpenSimulator Community ===<br />
OpenSimulator is an [http://en.wikipedia.org/wiki/Open_source open source] project, and is powered by the community members that devote time and energy to the effort. There are many ways to participate and contribute to the community:<br />
* Participate via [http://en.wikipedia.org/wiki/Internet_Relay_Chat IRC] - [irc://irc.freenode.net/opensim #opensim] (for users) and [irc://irc.freenode.net/opensim-dev #opensim-dev]<br />
* Participate via the mailing lists - [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] (for users) and [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] (for developers).<br />
* [[WikiStructure|Contribute to this wiki]], making the OpenSimulator documentation even better.<br />
* Report [[bugs]], submit [[Submitting_code_to_OpenSim|patches]] or submit content contributions via our [http://opensimulator.org/mantis/ mantis bug tracker]<br />
* Create an OpenSimulator related project hosted on the [http://forge.opensimulator.org Forge] or [http://opensimulator.org/wiki/Related_Software elsewhere] on the web. In the forge there are over a dozen registered projects, and it's a great way to further extend the OpenSimulator community.<br />
* Participate to open content creation for OpenSimulator. More details at [[Artist Home]].<br />
* Blog about OpenSimulator, and let us know about that blog on [irc://irc.freenode.net/opensim #opensim] so it can be added to [http://planet.opensim.us Planet OpenSim]<br />
* Participate in one of the weekly [[Office Hours]] for OpenSimulator. We currently have weekly office hours for development, wiki work, and testing.<br />
* Secure project infrastructure by [[Donations|donating]] to the [[Donations|OpenSim Project Infrastructure Fund]].<br />
<br />
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[[Category:Main]]<br />
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<cleanpage title=hide cats=hide /></div>Teravushttp://opensimulator.org/wiki/Getting_Started_with_Region_Modules/NewGetting Started with Region Modules/New2009-09-24T22:12:05Z<p>Teravus: </p>
<hr />
<div>-- Update --<br />
<br />
There's a way to do this without a Resources folder.<br />
See [[New_Region_Modules]]<br />
<br />
-- Update --<br />
<br />
In the new version, this is a basic version of a non shared RegionModule. For a Shared region module, replace INonSharedRegionModule with ISharedRegionModule below.<br />
<br />
<source lang=csharp><br />
using System;<br />
using System.Collections.Generic;<br />
using System.Reflection;<br />
using log4net;<br />
using Nini.Config;<br />
using OpenMetaverse;<br />
using OpenSim.Framework;<br />
using OpenSim.Region.Framework.Interfaces;<br />
using OpenSim.Region.Framework.Scenes;<br />
<br />
namespace YouNameSpaceHere<br />
<br />
public class YourModule : INonSharedRegionModule<br />
{<br />
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);<br />
<br />
public string Name<br />
{<br />
get { return "YourModuleName"; }<br />
}<br />
public Type ReplaceableInterface<br />
{<br />
get { return null; }<br />
}<br />
<br />
public void Initialise(IConfigSource source)<br />
{<br />
}<br />
<br />
public void Close()<br />
{<br />
}<br />
<br />
public void AddRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RemoveRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RegionLoaded(Scene scene)<br />
{<br />
}<br />
public void PostInitialise()<br />
{<br />
}<br />
<br />
}<br />
</source><br />
<br />
In Your Source project folder there should also be a Resources folder with a module.addins.xml like the following: (remember the Type of your module is; namespace.classname)<br />
<br />
<source lang=ini><br />
<Addin id="YourNamespace" version="0.3"><br />
<br />
<Runtime><br />
<Import assembly="YourDLL.dll"/><br />
</Runtime><br />
<br />
<Dependencies><br />
<Addin id="OpenSim" version="0.5" /><br />
</Dependencies><br />
<br />
<Extension path = "/OpenSim/RegionModules"><br />
<RegionModule id="YourModule" type="TypeOfYourModule" /> \<br />
</Extension> <br />
<br />
</Addin><br />
</source></div>Teravushttp://opensimulator.org/wiki/Getting_Started_with_Region_Modules/NewGetting Started with Region Modules/New2009-09-24T22:08:28Z<p>Teravus: </p>
<hr />
<div>In the new version, this is a basic version of a non shared RegionModule. For a Shared region module, replace INonSharedRegionModule with ISharedRegionModule below.<br />
<br />
<source lang=csharp><br />
using System;<br />
using System.Collections.Generic;<br />
using System.Reflection;<br />
using log4net;<br />
using Nini.Config;<br />
using OpenMetaverse;<br />
using OpenSim.Framework;<br />
using OpenSim.Region.Framework.Interfaces;<br />
using OpenSim.Region.Framework.Scenes;<br />
<br />
namespace YouNameSpaceHere<br />
<br />
public class YourModule : INonSharedRegionModule<br />
{<br />
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);<br />
<br />
public string Name<br />
{<br />
get { return "YourModuleName"; }<br />
}<br />
public Type ReplaceableInterface<br />
{<br />
get { return null; }<br />
}<br />
<br />
public void Initialise(IConfigSource source)<br />
{<br />
}<br />
<br />
public void Close()<br />
{<br />
}<br />
<br />
public void AddRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RemoveRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RegionLoaded(Scene scene)<br />
{<br />
}<br />
public void PostInitialise()<br />
{<br />
}<br />
<br />
}<br />
</source><br />
<br />
In Your Source project folder there should also be a Resources folder with a module.addins.xml like the following: (remember the Type of your module is; namespace.classname)<br />
<br />
<source lang=ini><br />
<Addin id="YourNamespace" version="0.3"><br />
<br />
<Runtime><br />
<Import assembly="YourDLL.dll"/><br />
</Runtime><br />
<br />
<Dependencies><br />
<Addin id="OpenSim" version="0.5" /><br />
</Dependencies><br />
<br />
<Extension path = "/OpenSim/RegionModules"><br />
<RegionModule id="YourModule" type="TypeOfYourModule" /> \<br />
</Extension> <br />
<br />
</Addin><br />
</source></div>Teravushttp://opensimulator.org/wiki/Getting_Started_with_Region_Modules/NewGetting Started with Region Modules/New2009-09-24T22:07:40Z<p>Teravus: more help parts to make this make a bit more sense</p>
<hr />
<div>In the new version, this is a basic version of a RegionModule<br />
<br />
<source lang=csharp><br />
using System;<br />
using System.Collections.Generic;<br />
using System.Reflection;<br />
using log4net;<br />
using Nini.Config;<br />
using OpenMetaverse;<br />
using OpenSim.Framework;<br />
using OpenSim.Region.Framework.Interfaces;<br />
using OpenSim.Region.Framework.Scenes;<br />
<br />
namespace YouNameSpaceHere<br />
<br />
public class YourModule : INonSharedRegionModule<br />
{<br />
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);<br />
<br />
public string Name<br />
{<br />
get { return "YourModuleName"; }<br />
}<br />
public Type ReplaceableInterface<br />
{<br />
get { return null; }<br />
}<br />
<br />
public void Initialise(IConfigSource source)<br />
{<br />
}<br />
<br />
public void Close()<br />
{<br />
}<br />
<br />
public void AddRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RemoveRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RegionLoaded(Scene scene)<br />
{<br />
}<br />
public void PostInitialise()<br />
{<br />
}<br />
<br />
}<br />
</source><br />
<br />
In Your Source project folder there should also be a Resources folder with a module.addins.xml like the following: (remember the Type of your module is; namespace.classname)<br />
<br />
<source lang=ini><br />
<Addin id="YourNamespace" version="0.3"><br />
<br />
<Runtime><br />
<Import assembly="YourDLL.dll"/><br />
</Runtime><br />
<br />
<Dependencies><br />
<Addin id="OpenSim" version="0.5" /><br />
</Dependencies><br />
<br />
<Extension path = "/OpenSim/RegionModules"><br />
<RegionModule id="YourModule" type="TypeOfYourModule" /> \<br />
</Extension> <br />
<br />
</Addin><br />
</source></div>Teravushttp://opensimulator.org/wiki/Getting_Started_with_Region_Modules/NewGetting Started with Region Modules/New2009-09-24T22:05:46Z<p>Teravus: Fixing an inaccuracy in my example</p>
<hr />
<div>In the new version, this is a basic version of a RegionModule<br />
<br />
<source lang=csharp><br />
using System;<br />
using System.Collections.Generic;<br />
using System.Reflection;<br />
using log4net;<br />
using Nini.Config;<br />
using OpenMetaverse;<br />
using OpenSim.Framework;<br />
using OpenSim.Region.Framework.Interfaces;<br />
using OpenSim.Region.Framework.Scenes;<br />
<br />
namespace YouNameSpaceHere<br />
<br />
public class YourModule : INonSharedRegionModule<br />
{<br />
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);<br />
<br />
public string Name<br />
{<br />
get { return "YourModuleName"; }<br />
}<br />
public Type ReplaceableInterface<br />
{<br />
get { return null; }<br />
}<br />
<br />
public void Initialise(IConfigSource source)<br />
{<br />
}<br />
<br />
public void Close()<br />
{<br />
}<br />
<br />
public void AddRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RemoveRegion(Scene scene)<br />
{<br />
}<br />
<br />
public void RegionLoaded(Scene scene)<br />
{<br />
}<br />
public void PostInitialise()<br />
{<br />
}<br />
<br />
}<br />
</source><br />
<br />
In the Resources: <br />
<br />
<source lang=ini><br />
<Addin id="YourNamespace" version="0.3"><br />
<br />
<Runtime><br />
<Import assembly="YourDLL.dll"/><br />
</Runtime><br />
<br />
<Dependencies><br />
<Addin id="OpenSim" version="0.5" /><br />
</Dependencies><br />
<br />
<Extension path = "/OpenSim/RegionModules"><br />
<RegionModule id="YourModule" type="TypeOfYourModule" /> \<br />
</Extension> <br />
<br />
</Addin><br />
</source></div>Teravushttp://opensimulator.org/wiki/Physics_Engine_InterfacePhysics Engine Interface2009-09-18T21:12:33Z<p>Teravus: /* Fleshed out the PhysicsActor section a bit more */</p>
<hr />
<div>== Base Classes ==<br />
<br />
''Note: I ([[User:Rknop]]) am trying to figure this out by looking at some of the code; my main interest is the NewtonPlugin. AS such, there are whole swaths of the physics engine, such as joints, that I have no clue about at the moment''<br />
<br />
The base classes for a physics module can be found in OpenSim.Region.Physics.Manager. The physics module itself should be a subclass of Physics, e.g. OpenSim.Region.Physics.OdePlugin.<br />
<br />
* '''<tt>PhysicsActor</tt>''' is the base class for both prims and avatars.<br />
* '''<tt>PhysicsScene</tt>''' is the main base class that interfaces with the region's Scene.<br />
* (others)<br />
<br />
The Physics Scene doesn't access the Region Scene. The region scene will tell the physics engine about prims and avatars, and will send updates to the physics engine. It will then pull positions and velocities of objects and avatars out of the physics engine.<br />
<br />
For the most part, the things that will be interfacing with the physics engine are the classes <tt>OpenSim.Region.Framework.Scenes.Scene</tt>, <tt>OpenSim.Region.Framework.Scenes.SceneObjectGroup</tt>, and <tt>OpenSim.Region.Framework.Scenes.SceneObjectPart</tt><br />
<br />
== The Plugin Class ==<br />
<br />
If you're writing a Physics engine named Foo, you need to write a class OpenSim.Region.Physics.FooPlugin with the following methods:<br />
<br />
* '''FooPlugin()''' &mdash; constructor<br />
* '''bool Init()''' &mdash; (not sure exactly when this is called. return true)<br />
* '''PhysicsScene GetScene(String sceneIdentifier)''' &mdash; return a FooScene, which is derived from PhysicsScene<br />
* '''string GetName()''' &mdash; return the name that folks can use in OpenSim.ini to select this physics engine<br />
* '''Dispose()''' &mdash; destructor<br />
<br />
== PhysicsScene ==<br />
<br />
Your class OpenSim.Region.Physics.FooScene must derive from OpenSim.Region.Physics.PhysicsScene. Members include: <br />
<br />
<br />
<br />
;'''public override void Initialize(IMesher meshmerizer, IConfigSource config)''' <br />
:Passes in the Meshing plugin to the Physics Plugin. <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)''' <br />
:Scene calls this method when adding an avatar to the physics scene or changing appearance <br />
<br />
<br />
<br />
<br />
;'''public override void SetWaterLevel(float baseheight)''' <br />
:If water is simulated in your physics engine, this passes in the visual base height <br />
<br />
<br />
<br />
<br />
;'''public override void RemovePrim(PhysicsActor prim)''' <br />
:This gets called when a prim is made into something the physics engine no longer needs to know about. The physics engine should remove it from any internal lists of prims it is keeping track of. <br />
<br />
<br />
<br />
<br />
;'''public override void RemoveAvatar(PhysicsActor character)''' <br />
:Like RemovePrim, but for avatars. <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation)''' <br />
:Tells the physics engine to add a new prim it needs to keep track of. This prim is ''not'' a physical prim, but as long as it's not phantom, physical objects may collide with it, and thus the physics engine (may) need to know about it. (Unless the physics engine punts on collisions, as, for instance, NewtonPlugin does.) Comments in the code indicate that this method is slated to be removed.... <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation, bool isPhysical)''' <br />
:Like the previous one, but you've got the flag that tells you if it's physical or not. <br />
<br />
<br />
<br />
<br />
;'''public override void AddPhysicsActorTaint(PhysicsActor prim)''' <br />
:When the scene makes a change to the Physics Scene, it informs the Physics Plugin that it tainted the object to give the physics scene a chance to update it's internal data during or before next step <br />
<br />
<br />
<br />
<br />
;'''public override void GetResults()''' <br />
:When the physics engine is multi-threaded (such as PhysX), GetResults would be called to Select the threads and wait until they're finished. <br />
<br />
<br />
<br />
<br />
;'''public override bol IsThreaded''' <br />
:A member that needs a get method. Returns if the Physics Plugin/Engine is Multi-Threaded <br />
<br />
<br />
<br />
<br />
;'''public override void SetTerrain(float[] heightMap)''' <br />
:Sets terrain using a flattened(strided) y-flipped float array of Constants.RegionSize by Constants.RegionSize. float val= heightmap[y * Constants.RegionSize + x] <br />
<br />
<br />
<br />
<br />
;'''public override void DeleteTerrain()''' <br />
:Remove terrain. (does this ever get called?) <br />
<br />
<br />
<br />
<br />
;'''public override Dictionary&lt;unit, float&gt; GetTopColliders()''' <br />
:Provides the Scene with information about the Physics Scene (requested through the Estate Module). uint is the unique ID of the object in the Simulator. float is a rating value. <br />
<br />
<br />
<br />
<br />
;'''public override float Simulate(float timestep)''' <br />
:This is the core function. This gets called by the main loop when it wants the Physics engine to do its magic and propagate forward the positions and velocities of all the stuff it knows about. The physics engine should update the Position and Velocity members of the PhysicsActor class it knows about (those things that have been added to it by the methods above). '''Important:''' when the physics engine thinks that things have changed enough for any given prims that the surrounding scene should updates it's own idea about the positions and velocities of those prims, it should call the RequestPhysicsterseUpdate() method of the changed PhysicsActors(). (The safest, but slowest, way to do this is for Simulate() to call this for every physical prim it knows about every time it is called.)<br />
<br />
== PhysicsActor ==<br />
<br />
PhysicsActor represents both prims and characters. You may want to make separate classes for the two. You can get away with this because PhysicsActors are actually created by PhysicsScene. Your subclass of PhysicsScene has different methods called when an avatar or a prim is added to the scene, returning a PhysicsActor. You can return the appropriate subclass in each case.&nbsp; Be aware, that these properties are not thread safe by default and multiple threads *will* reach in here.<br><br />
<br />
Members: <br />
<br />
<br />
<br />
;'''int PhysicsActorType''' <br />
:Needs get and set methods. Return ActorTypes.Prim or ActorTypes.Agent if it's a prim or an avatar. <br />
<br />
<br />
<br />
<br />
;'''bool IsPhysical''' <br />
:Needs get and set.&nbsp; Returns true if the object has a RigidBody, False if it is static.&nbsp; The Scene will set the object Static and Active here. <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Position''' <br />
:Needs get and set. If an object is physical, the physics engine keeps the "real" position for that object. However, it's the surrounding scene's impression of the position that gets rendered and sent to the client. It will pull the position out of the physics engine by looking at this member, and tell the physics engine about any external changes in its position through this member. Note that the scene doesn't automatically pull out the position, but only when it thinks it needs to. You can call the RequestPhysicsterseUpdate() method of PhysicsActor to ask the Scene to update its position for any given PhysicsActor. (See PhysicsScene.Simulate() above.) <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Velocity''' <br />
:Need get and set. Similar considerations to Position <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector RotationalVelocity''' <br />
:Needs get and set Angular Velocity of the object being simulated<br><br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Acceleration''' <br />
:Needs get; there's no set method. The Linear Acceleration of the object<br><br />
<br />
<br />
<br />
<br />
;'''void SetAcceleration(PhysicsVector accel)''' <br />
:Do what you'd think Acceleration.set would do <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Size''' <br />
:Needs get and set. Sets the scale of the object. <br />
<br />
<br />
<br />
<br />
;'''float Mass''' <br />
:Needs get; there is no set method at the moment.&nbsp;&nbsp; The scene reaches requests the mass from the physics engine here<br><br />
<br />
<br />
<br />
<br />
;'''void SetMass(float mass)''' <br />
:Instead of Mass.set <br />
<br />
<br />
<br />
<br />
;'''void SetMomentum(PhysicsVector momentum)''' <br />
:I am disturbed that this exists in addition to Velocity.set and SetMass.... <br />
<br />
<br />
<br />
<br />
;'''Quarternion Orientation''' <br />
:Needs get and set. &nbsp;&nbsp;Quaternion representing the orientation of the object in WorldSpace when non-physical.&nbsp; It's in LocalSpace when it's a child object linked to a root object. <br />
<br />
<br />
<br />
<br />
;'''bool ThrottleUpdates''' <br />
:Needs get and set. I'm not sure what this means, exactly.&nbsp; This informs the scene and physics engine to reduce the number of updates to save Resources.<br><br />
<br />
<br />
<br />
<br />
;'''bool IsColliding''' <br />
:Needs get and set. True if object is colliding with another object<br><br />
<br />
<br />
<br />
<br />
;'''bool CollidingGround''' <br />
:Needs get and set. True if object is colliding with the ground<br><br />
<br />
<br />
<br />
<br />
;'''bool CollidingObj''' <br />
:Needs get and set True if object is colliding with another object (but not the ground)<br><br />
<br />
<br />
<br />
<br />
;'''bool Stopped''' <br />
:Just needs get <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector CenterOfMass&nbsp;''' <br />
:Just needs get. Returns the Center of Mass of the object.&nbsp;&nbsp; In most cases that will be &lt;0,0,0&gt;<br><br />
<br />
<br />
<br />
<br />
;'''PhysicsVector GeometricCenter''' <br />
:Just needs get. I&nbsp;doubt that anything is using this now.. &nbsp; &nbsp;&nbsp; <br />
<br />
<br />
<br />
<br />
;'''PrimitiveBaseShape Shape''' <br />
:Just needs set.&nbsp; When a user changes the type of object to simulate, Shape gets set by the scene. &nbsp; Going from a Cube, to a Sphere or Torus, for example.<br><br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Force''' <br />
:Needs get and set. I ''think'' this is a steady force (in N) always acting on the object. <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector Torque''' <br />
:Needs get and set. Like Force, I think this is a steady torque operating on the object. <br />
<br />
<br />
<br />
<br />
;'''void AddForce(PhysicsVector force, bool pushforce)''' <br />
:This should apply a one-time impulse to the object of magnitude "force" Newton-seconds.&nbsp; AddForce is used to move objects around in the PhysicsEngine (avatar too!).&nbsp; PushForce means that one of the script engine pushes is being employed. <br />
<br />
<br />
<br />
<br />
;'''void AddAngularForce(PhsyicsVector force, bool pushforce)''' <br />
:A one-time angular impulse. See AddForce for more info on pushforce. <br />
<br />
<br />
<br />
<br />
;'''int VehicleType''' <br />
:(I don't know anything about the vehicle code requirements) <br />
<br />
<br />
<br />
<br />
;'''void VehicleFloatParam(int param, float value)''' <br />
<br />
<br />
<br />
<br />
;'''void VehicleVectorParam(int param, PhysicsVector value)''' <br />
<br />
<br />
<br />
<br />
;'''void VehicleRotationParam(int param, Quarternion rotation)''' <br />
<br />
<br />
<br />
<br />
;'''void SetVoulumeDetect(int param)''' <br />
:This is some weird mode that can be set via a LSL function.&nbsp; (Object receives collisions but doesn't cause a reaction) <br />
<br />
<br />
<br />
<br />
;'''float Buoyancy''' <br />
:Needs get and set <br />
<br />
<br />
<br />
<br />
;'''bool FloatOnWater''' <br />
:Just needs set <br />
<br />
<br />
<br />
<br />
;'''float CollisionScore''' <br />
:Needs get and set. I don't know what this is. <br />
<br />
<br />
<br />
<br />
;'''bool Flying''' <br />
:Needs get and set &nbsp;(Avatar Flying = True, else, False)<br />
<br />
<br />
<br />
<br />
;'''bool SetAlwaysRun''' <br />
:Needs get and set. Avatar running -&gt; True, Else false<br><br />
<br />
<br />
<br />
<br />
;'''unit LocalID''' <br />
:Needs set. I don't know what this is. This is the simulator Unique ID for the object <br />
<br />
<br />
<br />
<br />
;'''bool Grabbed''' <br />
:Needs set. I'm not sure what this is,&nbsp; when you control-click on an object <br />
<br />
<br />
<br />
<br />
;'''void link(PhysicsActor obj)''' <br />
:I haven't delved into how linking works in the physics engine. This says "link yourself to obj with obj as the root <br />
<br />
<br />
<br />
<br />
;'''void delink() <br />
<br />
<br />
<br />
<br />
;'''void LockAngularMomentum(PhysicsVector axis)''' <br />
<br />
<br />
<br />
<br />
;'''bool Selected''' <br />
:Just needs set. Gets set when this object is selected and deselected in the edit tools. <br />
<br />
<br />
<br />
<br />
;'''void CrossingFailure()''' <br />
<br />
<br />
<br />
<br />
;'''PhysicsVector PIDTarget''' <br />
:Just needs set. A position to which an object is supposed to move. Correct!<br><br />
<br />
<br />
<br />
<br />
;'''bool PIDActive''' <br />
:Just needs set. <br />
<br />
<br />
<br />
<br />
;'''float PIDTau''' <br />
:Just needs set. This is the timescale (in seconds) in which the object should move to PIDTarget when it is set to be PID Active. <br />
<br />
<br />
<br />
<br />
;'''float PIDHoverHeight''' <br />
<br />
<br />
<br />
<br />
;'''float PIDHoverActive''' <br />
<br />
<br />
<br />
<br />
;'''PIDHoverType PIDHoverType''' <br />
<br />
<br />
<br />
<br />
;'''float PIDHoverTau''' <br />
<br />
<br />
<br />
<br />
;'''void SubscribeEvents(int ms)''' <br />
:I do not know what sorts of events the PhysicsActor sends... hopefully I'll update this if/when I figure that out! It looks like you can ask for OnPositionUpdate, OnVelocityUpdate, OnOrientationUpdate, OnRequestTerseUpdate, OnCollisionUpdate, and OnOutOfBounds... but I have yet to fully understand the OpenSim event system, so I may be speaking out of the side of my mouth here.<br />
<br />
:This actually gets called when the Script engine script handles collision, collision_start, and collision_end events. &nbsp;&nbsp; The scene is requesting that the Physics Plugin send collision updates back to the scene every n Milliseconds.&nbsp; If it's 0, then it's Physics Plugin default.&nbsp; This also gets called for Avatar.&nbsp; PhysicsActor has an method called SendCollisionUpdate that needs to be called to send collision data (pairs) back to the scene.<br><br />
<br />
<br />
<br />
<br />
;'''bool SubscribedEvents()'''</div>Teravushttp://opensimulator.org/wiki/Physics_Engine_InterfacePhysics Engine Interface2009-09-18T20:47:26Z<p>Teravus: /* PhysicsScene */ Filled in a few more spots</p>
<hr />
<div>== Base Classes ==<br />
<br />
''Note: I ([[User:Rknop]]) am trying to figure this out by looking at some of the code; my main interest is the NewtonPlugin. AS such, there are whole swaths of the physics engine, such as joints, that I have no clue about at the moment''<br />
<br />
The base classes for a physics module can be found in OpenSim.Region.Physics.Manager. The physics module itself should be a subclass of Physics, e.g. OpenSim.Region.Physics.OdePlugin.<br />
<br />
* '''<tt>PhysicsActor</tt>''' is the base class for both prims and avatars.<br />
* '''<tt>PhysicsScene</tt>''' is the main base class that interfaces with the region's Scene.<br />
* (others)<br />
<br />
The Physics Scene doesn't access the Region Scene. The region scene will tell the physics engine about prims and avatars, and will send updates to the physics engine. It will then pull positions and velocities of objects and avatars out of the physics engine.<br />
<br />
For the most part, the things that will be interfacing with the physics engine are the classes <tt>OpenSim.Region.Framework.Scenes.Scene</tt>, <tt>OpenSim.Region.Framework.Scenes.SceneObjectGroup</tt>, and <tt>OpenSim.Region.Framework.Scenes.SceneObjectPart</tt><br />
<br />
== The Plugin Class ==<br />
<br />
If you're writing a Physics engine named Foo, you need to write a class OpenSim.Region.Physics.FooPlugin with the following methods:<br />
<br />
* '''FooPlugin()''' &mdash; constructor<br />
* '''bool Init()''' &mdash; (not sure exactly when this is called. return true)<br />
* '''PhysicsScene GetScene(String sceneIdentifier)''' &mdash; return a FooScene, which is derived from PhysicsScene<br />
* '''string GetName()''' &mdash; return the name that folks can use in OpenSim.ini to select this physics engine<br />
* '''Dispose()''' &mdash; destructor<br />
<br />
== PhysicsScene ==<br />
<br />
Your class OpenSim.Region.Physics.FooScene must derive from OpenSim.Region.Physics.PhysicsScene. Members include: <br />
<br />
<br />
<br />
;'''public override void Initialize(IMesher meshmerizer, IConfigSource config)''' <br />
:Passes in the Meshing plugin to the Physics Plugin. <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)''' <br />
:Scene calls this method when adding an avatar to the physics scene or changing appearance <br />
<br />
<br />
<br />
<br />
;'''public override void SetWaterLevel(float baseheight)''' <br />
:If water is simulated in your physics engine, this passes in the visual base height <br />
<br />
<br />
<br />
<br />
;'''public override void RemovePrim(PhysicsActor prim)''' <br />
:This gets called when a prim is made into something the physics engine no longer needs to know about. The physics engine should remove it from any internal lists of prims it is keeping track of. <br />
<br />
<br />
<br />
<br />
;'''public override void RemoveAvatar(PhysicsActor character)''' <br />
:Like RemovePrim, but for avatars. <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation)''' <br />
:Tells the physics engine to add a new prim it needs to keep track of. This prim is ''not'' a physical prim, but as long as it's not phantom, physical objects may collide with it, and thus the physics engine (may) need to know about it. (Unless the physics engine punts on collisions, as, for instance, NewtonPlugin does.) Comments in the code indicate that this method is slated to be removed.... <br />
<br />
<br />
<br />
<br />
;'''public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation, bool isPhysical)''' <br />
:Like the previous one, but you've got the flag that tells you if it's physical or not. <br />
<br />
<br />
<br />
<br />
;'''public override void AddPhysicsActorTaint(PhysicsActor prim)''' <br />
:When the scene makes a change to the Physics Scene, it informs the Physics Plugin that it tainted the object to give the physics scene a chance to update it's internal data during or before next step <br />
<br />
<br />
<br />
<br />
;'''public override void GetResults()''' <br />
:When the physics engine is multi-threaded (such as PhysX), GetResults would be called to Select the threads and wait until they're finished. <br />
<br />
<br />
<br />
<br />
;'''public override bol IsThreaded''' <br />
:A member that needs a get method. Returns if the Physics Plugin/Engine is Multi-Threaded <br />
<br />
<br />
<br />
<br />
;'''public override void SetTerrain(float[] heightMap)''' <br />
:Sets terrain using a flattened(strided) y-flipped float array of Constants.RegionSize by Constants.RegionSize. float val= heightmap[y * Constants.RegionSize + x] <br />
<br />
<br />
<br />
<br />
;'''public override void DeleteTerrain()''' <br />
:Remove terrain. (does this ever get called?) <br />
<br />
<br />
<br />
<br />
;'''public override Dictionary&lt;unit, float&gt; GetTopColliders()''' <br />
:Provides the Scene with information about the Physics Scene (requested through the Estate Module). uint is the unique ID of the object in the Simulator. float is a rating value. <br />
<br />
<br />
<br />
<br />
;'''public override float Simulate(float timestep)''' <br />
:This is the core function. This gets called by the main loop when it wants the Physics engine to do its magic and propagate forward the positions and velocities of all the stuff it knows about. The physics engine should update the Position and Velocity members of the PhysicsActor class it knows about (those things that have been added to it by the methods above). '''Important:''' when the physics engine thinks that things have changed enough for any given prims that the surrounding scene should updates it's own idea about the positions and velocities of those prims, it should call the RequestPhysicsterseUpdate() method of the changed PhysicsActors(). (The safest, but slowest, way to do this is for Simulate() to call this for every physical prim it knows about every time it is called.)<br />
<br />
== PhysicsActor ==<br />
<br />
PhysicsActor represents both prims and characters. You may want to make separate classes for the two. You can get away with this because PhysicsActors are actually created by PhysicsScene. Your subclass of PhysicsScene has different methods called when an avatar or a prim is added to the scene, returning a PhysicsActor. You can return the appropriate subclass in each case.<br />
<br />
Members:<br />
<br />
<dl><br />
<dt>'''int PhysicsActorType'''<br />
<dd>Needs get and set methods. Return ActorTypes.Prim or ActorTypes.Agent if it's a prim or an avatar.<br />
<br />
<dt>'''bool IsPhysical'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''PhysicsVector Position'''<br />
<dd>Needs get and set. If an object is physical, the physics engine keeps the "real" position for that object. However, it's the surrounding scene's impression of the position that gets rendered and sent to the client. It will pull the position out of the physics engine by looking at this member, and tell the physics engine about any external changes in its position through this member. Note that the scene doesn't automatically pull out the position, but only when it thinks it needs to. You can call the RequestPhysicsterseUpdate() method of PhysicsActor to ask the Scene to update its position for any given PhysicsActor. (See PhysicsScene.Simulate() above.)<br />
<br />
<dt>'''PhysicsVector Velocity'''<br />
<dd>Need get and set. Similar considerations to Position<br />
<br />
<dt>'''PhysicsVector RotationalVelocity'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''PhysicsVector Acceleration'''<br />
<dd>Needs get; there's no set method.<br />
<br />
<dt>'''void SetAcceleration(PhysicsVector accel)'''<br />
<dd>Do what you'd think Acceleration.set would do<br />
<br />
<dt>'''PhysicsVector Size'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''float Mass'''<br />
<dd>Needs get; there is no set method at the moment<br />
<br />
<dt>'''void SetMass(float mass)'''<br />
<dd>Instead of Mass.set<br />
<br />
<dt>'''void SetMomentum(PhysicsVector momentum)'''<br />
<dd>I am disturbed that this exists in addition to Velocity.set and SetMass....<br />
<br />
<dt>'''Quarternion Orientation'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''bool ThrottleUpdates'''<br />
<dd>Needs get and set. I'm not sure what this means, exactly.<br />
<br />
<dt>'''bool IsColliding'''<br />
<dd>Needs get and set.<br />
<br />
<dt>'''bool CollidingGround'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''bool CollidingObj'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''bool Stopped'''<br />
<dd>Just needs get<br />
<br />
<dt>'''PhysicsVector CenterOfMass'''<br />
<dd>Just needs get<br />
<br />
<dt>'''PhysicsVector GeometricCenter'''<br />
<dd>Just needs get<br />
<br />
<dt>'''PrimitiveBaseShape Shape'''<br />
<dd>Just needs set<br />
<br />
<dt>'''PhysicsVector Force'''<br />
<dd>Needs get and set. I ''think'' this is a steady force (in N) always acting on the object.<br />
<br />
<dt>'''PhysicsVector Torque'''<br />
<dd>Needs get and set. Like Force, I think this is a steady torque operating on the object.<br />
<br />
<dt>'''void AddForce(PhysicsVector force, bool pushforce)'''<br />
<dd>This should apply a one-time impulse to the object of magnitude "force" Newton-seconds. I am not sure what "pushforce" means....<br />
<br />
<dt>'''void AddAngularForce(PhsyicsVector force, bool pushforce)'''<br />
<dd>A one-time angular impulse. I'm not sure the units, nor what pushforce means.<br />
<br />
<dt>'''int VehicleType'''<br />
<dd>(I don't know anything about the vehicle code requirements)<br />
<br />
<dt>'''void VehicleFloatParam(int param, float value)'''<br />
<br />
<dt>'''void VehicleVectorParam(int param, PhysicsVector value)'''<br />
<br />
<dt>'''void VehicleRotationParam(int param, Quarternion rotation)'''<br />
<br />
<dt>'''void SetVoulumeDetect(int param)'''<br />
<dd>This is some weird mode that can be set via a LSL function<br />
<br />
<dt>'''float Buoyancy'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''bool FloatOnWater'''<br />
<dd>Just needs set<br />
<br />
<dt>'''float CollisionScore'''<br />
<dd>Needs get and set. I don't know what this is.<br />
<br />
<dt>'''bool Flying'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''bool SetAlwaysRun'''<br />
<dd>Needs get and set<br />
<br />
<dt>'''unit LocalID'''<br />
<dd>Needs set. I don't know what this is<br />
<br />
<dt>'''bool Grabbed'''<br />
<dd>Needs set. I'm not sure what this is, but I'm guessing it's when you control-click on an object?<br />
<br />
<dt>'''void link(PhysicsActor obj)'''<br />
<dd>I haven't delved into how linking works in the physics engine. I'm ''guessing'' that this says "link yourself to obj with obj as the root", but I could be wrong.<br />
<br />
<dt>'''void delink()'''<br />
<br />
<dt>'''void LockAngularMomentum(PhysicsVector axis)'''<br />
<br />
<dt>'''bool Selected'''<br />
<dd>Just needs set<br />
<br />
<dt>'''void CrossingFailure()'''<br />
<br />
<dt>'''PhysicsVector PIDTarget'''<br />
<dd>Just needs set. I don't know what this is, but I'm guessing it's a place to which an object is supposed to move.<br />
<br />
<dt>'''bool PIDActive'''<br />
<dd>Just needs set.<br />
<br />
<dt>'''float PIDTau'''<br />
<dd>Just needs set. I'm guessing that this is the timescale (in seconds) in which the object should move to PIDTarget when it is set to be PID Active.<br />
<br />
<dt>'''float PIDHoverHeight'''<br />
<br />
<dt>'''float PIDHoverActive'''<br />
<br />
<dt>'''PIDHoverType PIDHoverType'''<br />
<br />
<dt>'''float PIDHoverTau'''<br />
<br />
<dt>'''void SubscribeEvents(int ms)'''<br />
<dd>I do not know what sorts of events the PhysicsActor sends... hopefully I'll update this if/when I figure that out! It looks like you can ask for OnPositionUpdate, OnVelocityUpdate, OnOrientationUpdate, OnRequestTerseUpdate, OnCollisionUpdate, and OnOutOfBounds... but I have yet to fully understand the OpenSim event system, so I may be speaking out of the side of my mouth here.<br />
<br />
<dt>'''bool SubscribedEvents()'''</div>Teravushttp://opensimulator.org/wiki/NewsNews2009-09-14T15:50:05Z<p>Teravus: /* April 2009 */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard. (this proposal was approved)<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds</div>Teravushttp://opensimulator.org/wiki/NewsNews2009-08-27T06:20:23Z<p>Teravus: /* Project News */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
<br />
==Project News==<br />
===August 2009===<br />
OpenSimulator has moved it's source repository to git. Please see [[Using_Git]] for more details about setting up git to access the source repository. <br />
For anyone that can't use git, we're keeping a SVN mirror at http://opensimulator.org/svn/opensim-track/trunk. <br />
<br />
Additionally, we have a viewgit for OpenSimulator at http://opensimulator.org/viewgit/?a=summary&p=opensim<br />
<br />
===May 2009===<br />
Starting in r9562 OpenSim has a set of new configuration variables that specify how services and service connectors are set up. <br />
<br />
Please reference the [[Services_and_Service_Connectors_Configuration | Services and Service Connectors Configuration]] page for more information.<br />
<br />
===April 2009===<br />
* There is a current proposal to drop Visual Studio 2005 support in OpenSim by end of May. Visual Studio 2008 will still be supported. If you have strong opinions on the matter, use the [[Mailing_Lists|mailing lists]] to make your voice heard.<br />
<br />
* We are experimenting with a feature suggestion tracker, visit [http://www.opensimulator.org/features/ opensimulator.org/features] to suggest new feature ideas.<br />
<br />
==Press==<br />
===September 2008===<br />
*[http://www-03.ibm.com/press/us/en/pressrelease/25038.wss 03 Sep 2008 - Made in IBM Labs: IBM Moves Real-Time Communication and Collaboration Into 3-D (integrated with OpenSim)]<br />
===February 2008===<br />
* [http://www-03.ibm.com/press/us/en/pressrelease/23565.wss 21st Feb 2008 - Made in IBM Labs: IBM 3-D Data Centers Show Virtual Worlds Fit for Business]<br />
* [http://www.realxtend.org/realxtend_opensim_release_15_02_2008.html 15th Feb 2008 - RealXtend joins OpenSim: Team up to make open source Virtual World standard]<br />
* [http://www.ngigroup.com/jp/press/2008/02/001264.html 5th Feb 2008 - 3Di, Inc. Creates Voice Communication Function for Its Virtual World Application "Jin-sei"]<br />
<cleanpage title=hide cats=hide /><br />
<br />
==RSS Feeds==<br />
<rss>http://planet.opensim.us/rss20.xml|max=5|short|filter=opensim</rss><br />
<rss>http://feeds.technorati.com/search/opensim?language=en|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=pt|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=es|max=5|short</rss><br />
<rss>http://feeds.technorati.com/search/opensim?authority=n&language=fr|max=5|short</rss><br />
<br />
==Blogs==<br />
* [http://www.worldsimterra.com WorldSimTerra (Português, English, Español)]<br />
* [http://www.adamfrisby.com/blog/2008/08/resources-for-running-your-own-opensim Adam's OpenSim resources blog post] - a list of resources for running OpenSim<br />
* [http://rock-vacirca.blogspot.com Rock Vacirca's Blog] - lots of tutorials, not only on OpenSim, but on MySQL, Hippo, Second Inventory, etc<br />
* [http://justincc.wordpress.com justincc's blog] - A blog with a weekly OpenSim development update and regular articles on various OpenSim topics.<br />
* [http://lbsa71.net/category/opensim/ lbsa71.net] - tidbits from an OpenSim developer.<br />
* [http://imohax.com Mo Hax] - posts and videos about OpenSim and Second Life from beginner perspective, focus on content previewing and educational use<br />
* [http://www.metaverse3d.com/tag/opensim/ Metaverse3d] - French blog about metaverse and OpenSim.<br />
* [http://www.subwereld.nl/ Subwereld] - A Dutch weblog about the OpenSimulator Project, the virtual world grids and OpenSim tools.<br />
* [http://maxping.org/ Maxping] - A web magazine that writes about open source virtual worlds.<br />
* [http://blog.cyberlandia.net/ Cyberlandia Blog] - Italian blog about Opensim, hypergrid and virtual worlds</div>Teravushttp://opensimulator.org/wiki/ROBUSTROBUST2009-08-13T19:30:20Z<p>Teravus: Added (ROBUST) to the listing so search will discover the page properly next index run</p>
<hr />
<div>==Redesigned OpenSim Basic Universal Server Technology (R.O.B.U.S.T.)==<br />
===Concepts===<br />
R.O.B.U.S.T. (ROBUST) leverages the system of in and out connectors and services that was developed for the Hypergrid and OpenSim. It replaces OGS1 with a modular architecture that can be easily extended using core and 3rd party modules.<br />
<br />
R.O.B.U.S.T. (ROBUST) is a flexible server shell that can load the same modules already used by regions. This allows for nearly 100% code reusability and great flexibility.<br />
<br />
The R.O.B.U.S.T. (ROBUST) server loads "in" connectors as specified in the configuration file. These connectors then load the required processing and storage modules and/or "out" connectors. Through this architecture, each R.O.B.U.S.T. server can run any or all grid services, and/or act as a proxy for grid services.<br />
<br />
===Configuration===<br />
The server reads a configuration file at startup, which defaults to the name of the assembly with .ini appended. The default name for the R.O.B.U.S.T. (ROBUST) server is OpenSim.Server.exe, therefore the default configuration file is OpenSim.Server.ini. An OpenSim.Server.ini.example file is provided with the OpenSim kit.<br />
<br />
; * The startup section lists all the connectors to start up in this server<br />
; * instance. This may be only one, or it may be the entire server suite.<br />
; * Multiple connectors should be seaprated by commas.<br />
; *<br />
; * These are the IN connectors the server uses, the in connectors<br />
; * read this config file and load the needed OUT and database connectors<br />
; *<br />
[Startup]<br />
ServiceConnectors = "OpenSim.Server.Handlers.dll:AssetServiceConnector,OpenSim.Server.Handlers.dll:InventoryServiceInConnector" <br />
<br />
; * This is common for all services, it's the network setup for the entire<br />
; * server instance<br />
; *<br />
[Network]<br />
port = 8003<br />
<br />
; * As an example, the below configuration precisely mimicks the legacy<br />
; * asset server. It is read by the asset IN connector (defined above)<br />
; * and it then loads the OUT connector (a local database module). That,<br />
; * in turn, reads the asset loader and database connection information<br />
; *<br />
[AssetService]<br />
LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"<br />
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"<br />
AssetLoaderArgs = "assets/AssetSets.xml"<br />
StorageProvider = "OpenSim.Data.MySQL.dll"<br />
ConnectionString = "Data Source=localhost;Database=grid;User ID=grid;Password=grid;"<br />
<br />
; * This configuration loads the inventory server modules. It duplicates<br />
; * the function of the legacy inventory server<br />
; *<br />
[InventoryService]<br />
LocalServiceModule = "OpenSim.Services.InventoryService.dll:InventoryService"<br />
UserServerURI = "http://127.0.0.1:8002"<br />
SessionAuthentication = "false"<br />
StorageProvider = "OpenSim.Data.MySQL.dll"<br />
ConnectionString = "Data Source=localhost;Database=grid;User ID=grid;Password=grid;"<br />
<br />
===Command Line Arguments===<br />
*-inifile<br />
:Specify the location of the .ini file to read instead of the default<br />
*-console<br />
:Specify console type, one of basic, local or rest<br />
*-logfile<br />
:Specify the logfile this server will log to<br />
*-prompt<br />
:Override the server prompt<br />
<br />
==Configuration File==<br />
===Section [Startup]===<br />
*ServiceConnectors<br />
:Comma separated list of service IN connectors. The format of each entry is <dllname>:<classname>. If a dll contains only one suitable class, the class name can be omitted.<br />
*Prompt<br />
:Override the server prompt<br />
*Console<br />
:Specify console type, one of basic, local or rest<br />
*Logfile<br />
:Specify the logfile this server will log to<br />
<br />
===Section [Network]===<br />
*Port<br />
:Set the network port to listen on. All services will run on this port.<br />
<br />
==Connector Configurations==<br />
These configurations are provided by the connector modules and are not an integral part of the R.O.B.U.S.T. server. Documentation to all possible options can be found in the documentation of the connector. This manual only lists the options present in the sample configuration file.<br />
<br />
===Section [AssetService]===<br />
* LocalServiceModule [Connector option]<br />
:A module specification (<dll>:<class>) that provides the services for this connector<br />
* DefaultAssetLoader [Service option]<br />
:A dll containing the asset loader to use for loading the default asset set<br />
* AssetLoaderArgs [Service option]<br />
:Path to load assets from (for the file system asset loader)<br />
* StorageProvider [Service option]<br />
:Dll containing the database provider code<br />
* ConnectionString [Service option]<br />
:Connection string to be passed to the database provider<br />
<br />
===Section [InventoryService]===<br />
* LocalServiceModule [Connector option]<br />
:A module specification (<dll>:<class>) that provides the services for this connector<br />
* UserServerURI [Connector option]<br />
:URI to reach the user server at<br />
* SessionAuthentication [Connector option]<br />
:Authenticate inventory sessions (default false!)<br />
* StorageProvider [Service option]<br />
:Dll containing the database provider code<br />
* ConnectionString [Service option]<br />
:Connection string to be passed to the database provider<br />
<br />
Additional connectors may need additional sections to be added.<br />
<br />
==Alternate Configuration Files==<br />
To run R.O.B.U.S.T. as separate processes, emulatig the legacy servers, you can copy the server executables to the names of the legacy servers:<br />
cp OpenSim.Server.exe OpenSim.Grid.AssetServer.exe<br />
cp OpenSim.Server.exe.config OpenSim.Grid.AssetServer.exe.config<br />
cp OpenSim.Server.ini OpenSim.Grid.AssetServer.ini<br />
<br />
Then, modify OpenSim.Grid.AssetServer.ini to read:<br />
[Startup]<br />
ServiceConnectors = "OpenSim.Server.Handlers.dll:AssetServiceConnector" <br />
<br />
[Network]<br />
port = 8003<br />
<br />
[AssetService]<br />
LocalServiceModule = "OpenSim.Services.AssetService.dll:AssetService"<br />
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"<br />
AssetLoaderArgs = "assets/AssetSets.xml"<br />
StorageProvider = "OpenSim.Data.MySQL.dll"<br />
ConnectionString = "Data Source=localhost;Database=grid;User ID=grid;Password=grid;"<br />
<br />
Now, when you run OpenSim.Grid.AssetServer.exe, it will act like the legacy asset server it replaces.<br />
<br />
You can do the same for all other supported services.<br />
<br />
This method is working fine as a replacement of the old Asset & Inventory servers, BUT : In the 2 following files :<br />
OpenSim.Grid.AssetServer.exe.config<br />
OpenSim.Grid.InventoryServer.exe.config<br />
<br />
You have to update the log filename : from "OpenSim.log" to "OpenSim.Grid.AssetServer.log" & "'OpenSim.Grid.InventoryServer.log".<br />
<br />
Just because there is a conflict accessing the logfile ( write ) ... So, if you don't do that modification, your OpenSim.exe won't start. ( Linux / Mono 2.4.2 )</div>Teravushttp://opensimulator.org/wiki/R.O.B.U.S.T.R.O.B.U.S.T.2009-08-13T19:29:11Z<p>Teravus: </p>
<hr />
<div>Due to terrible choice in naming this page R.O.B.U.S.T., this URL i have moved it to the following location [[ROBUST]]</div>Teravushttp://opensimulator.org/wiki/BuildingIssuesBuildingIssues2009-07-10T12:54:31Z<p>Teravus: </p>
<hr />
<div>==Issues with building in OpenSim==<br />
===Single prim issues===<br />
* Prims rezzed from inventory appear with the root prim's center at the raycast point, halfway underground<br />
* There is a Rotation Error of .33 degrees which becomes more & more noticable with Larger Prims, this is a Viewer Mathematics issue.<br />
* Selecting multiple prims in a linkset and rotating them rotates them in place instead of rotating them around the geometric center of the selection<br />
<br />
===Linkset issues===<br />
* Link set members often and unpredictably cannot be edited<br />
* Linksets often become unusable after adding prims and need to be drag-copied to restore them to working order<br />
* Unable to change a Texture on a specific Prim in a Linkset, it reverts after a few moments of releasing the link set.<br />
* Shift-Copy & Ctrl-Z will not return object to original position if moved greater than 2 metres distance.<br />
* Ctrl-Z changes rotation values.<br />
<br />
===Quirks and differences to SL===</div>Teravushttp://opensimulator.org/wiki/Development_TeamDevelopment Team2009-07-03T19:36:03Z<p>Teravus: /* Active OpenSim Core Developers */</p>
<hr />
<div>__NOTOC__<br />
{{Template:Quicklinks}}<br />
<br />
[[Technical Reference | Technical Reference]] -> [[Technical Reference/terms | Terms]] -> [[Development_Team | Core Development Team]]<br />
<br />
== Active OpenSim Core Developers ==<br />
These people have commit access to our central SVN server and are [http://www.ohloh.net/projects/4753/contributors regular contributors] to the codebase.<br />
** '''Only voted in developers should be listed here, please do not list yourself''' <br />
(please add in as much info as you like for your name) <br />
<br />
<table border="1" cellpadding="2" cellspacing="0" class="sortable"><br />
<tr><br />
<th>Photo </th><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Other Grid</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<br />
<tr><br />
<td /><br />
<td>[[User:MW |MW ]]</td><br />
<td>Darren</td><br />
<td>OSG:Wright Juran</td><br />
<td></td><br />
<td>0</td><br />
<td></td><br />
<td>Everything</td><br />
</tr><br />
<tr><br />
<td> </td><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>Tribal Skytower</td><br />
<td>OSG:Stefan Andersson<br/>TN:Stefan Andersson</td><br />
<td>+1</td><br />
<td>[http://tribalmedia.se/ Tribal Media AB]</td><br />
<td>Web Integration</td><br />
</tr><br />
<tr><br />
<tr><br />
<td /><br />
<td>[[User:Adam Frisby|Adam Frisby]]</td><br />
<td>Adam Frisby</td><br />
<td>Adam Zaius</td><br />
<td></td><br />
<td>+8</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>Terrain, Performance</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>Mike/Michael Ortman</td><br />
<td>Ming Chen</td><br />
<td></td><br />
<td>-6 (-5 in Summer)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>Estate/Parcel Support/Modules/Keeping things all neat and tidy.</td><br />
</tr><br />
<tr> <br />
<td /><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td></td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux, Testing, Misc</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>Tedd Hansen</td><br />
<td>Tedd Maa</td><br />
<td></td><br />
<td>+1</td><br />
<td>Tedd Hansen</td><br />
<td>Programming/Scripting/Architecture</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk&nbsp;Bing</td><br />
<td></td><br />
<td>-8</td><br />
<td>&nbsp;</td><br />
<td>Reliability/Grid servers/ll-functions</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:chi11ken|chi11ken]]</td><br />
<td>Jeff Ames</td><br />
<td>Chillken Proto</td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>[http://www.genkii.com Genkii]</td><br />
<td><br/></td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:adjohn|adjohn]]</td><br />
<td>Adam Johnson</td><br />
<td>Zeuz Zenovka</td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>[http://www.genkii.com Genkii]</td><br />
<td><br/></td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:joha1|joha1]]</td><br />
<td>Johan Berntsson</td><br />
<td>Joppi Brandenburg</td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>[http://www.3di.jp/en/ 3Di Inc, Japan]<br/>http://www.3di.jp/en/</td><br />
<td>Performance, packet handling/libSL</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:Teravus|Teravus]]</td><br />
<td>Daniel Olivares</td><br />
<td>Teravus Ousley</td><br />
<td></td><br />
<td>-5</td><br />
<td>W3z</td><br />
<td>Physics & Admin tools, A working sim.</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:justincc|justincc]]</td><br />
<td>Justin Clark-Casey</td><br />
<td>Lulworth Beaumont</td><br />
<td>Justin Clark-Casey (osgrid)</td><br />
<td>0</td><br />
<td>Black Dress Technology<br/>[http://justincc.wordpress.com justincc's OpenSim blog]</td><br />
<td>Grid, performance & reliability, inventory (avatar and object), assets, scenes, etc.</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:DrScofield|drscofld]]</td><br />
<td>Dirk Husemann</td><br />
<td>Dr Scofield</td><br />
<td></td><br />
<td>+1</td><br />
<td>IBM</td><br />
<td>Reliability, networking protocols, voice, inventory, assets, remote control, and pretty much everything else :-)</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:dahlia|dahlia]]</td><br />
<td>T. Hoff</td><br />
<td>Dahlia Trimble</td><br />
<td></td><br />
<td>-8 / -7</td><br />
<td>Independent</td><br />
<td>Collision geometry, various math and physics issues, occasional bug fixes and random enhancements</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>[[User:Mikem|mikem]]</td><br />
<td>Mike</td><br />
<td><br/></td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>[http://www.3di.jp/en/ 3Di Inc, Japan]<br/>http://www.3di.jp/en/</td><br />
<td>Patches, scripting improvements, LSL compiler</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>[[User:Melanie_T|Melanie_T]]</td><br />
<td>Melanie</td><br />
<td>Melanie Milland</td><br />
<td><br/></td><br />
<td>+1</td><br />
<td>Independent</td><br />
<td>Scripting, Prims/Scene, Life, The Universe, and Everything</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>[[User:HomerHorwitz|homerh]]</td><br />
<td>Homer Horwitz</td><br />
<td>Homer Horwitz</td><br />
<td><br/></td><br />
<td>+2</td><br />
<td>Independent</td><br />
<td>Rev. engineering, "now, that's funny" problems, but still interested in all parts of it</td><br />
</tr><br />
<tr><br />
<td></td><br />
<td>[[User:Diva|Diva]]</td><br />
<td>Crista Lopes</td><br />
<td>Diva Canto</td><br />
<td>Crista Lopes / Diva Canto</td><br />
<td>-8</td><br />
<td>University of California, Irvine</td><br />
<td>Everything, except databases</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:nlin|nlin]]</td><br />
<td>N Lin</td><br />
<td>Standard Drucker</td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>[http://www.3di.jp/en/ 3Di Inc, Japan]<br/>http://www.3di.jp/en/</td><br />
<td>Physics, scripting, more to come</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:arthursv|arthursv]]</td><br />
<td>Arthur Valadares</td><br />
<td>Arthur Valadares</td><br />
<td>NONE</td><br />
<td>-3</td><br />
<td>IBM</td><br />
<td>Unit testing, database plugins, bug fixes, general </td><br />
</tr><br />
<br />
</table><br />
<br />
== Retired OpenSim core developers ==<br />
<br />
These people are core developers who have transcended our mortal plane (i.e. they are no longer active).<br />
<br />
<table border="1" cellpadding="2" cellspacing="0" class="sortable"><br />
<tr><br />
<th>Photo </th><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Other Grid</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>Babblefrog Ballistic (osgrid)</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:danx0r|danx0r]]</td><br />
<td>Dan Miller</td><br />
<td>Albert Pascal</td><br />
<td></td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>PHEEZIKS; everything</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>Tleiades</td><br />
<td>&nbsp;</td><br />
<td>Tleiades&nbsp;Hax</td><br />
<td></td><br />
<td>+1</td><br />
<td>&nbsp;</td><br />
<td>Grid servers/Database</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:Darok|Darok]]</td><br />
<td>&nbsp;</td><br />
<td>Darok Kaminski</td><br />
<td></td><br />
<td>+1</td><br />
<td>&nbsp;</td><br />
<td>Physics engines (especially BulletX)</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>Gareth / Gwen</td><br />
<td>Gareth Nelson</td><br />
<td>Gareth Ellison</td><br />
<td>Gareth Nelson (on everywhere but SL)</td><br />
<td>BST (UTC+1)</td><br />
<td>Litesim Ltd</td><br />
<td>Grid servers, sim border crossing, avatar animations</td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[User:dalien|dalien]]</td><br />
<td>Dalien Talbot</td><br />
<td>Dalien Talbot</td><br />
<td></td><br />
<td>+1</td><br />
<td>Mostly TCP-based</td><br />
<td>Small fixes; rev.eng./prototyping; nightlies; git-keeper </td><br />
</tr><br />
<tr><br />
<td /><br />
<td>[[Alondria]]</td><br />
<td></td><br />
<td>Alondria LeFay</td><br />
<td>Alondria LeFay (OSGrid)</td><br />
<td>-8</td><br />
<td>Independent</td><br />
<td>Implementation of LSL functions and other scripting tidbits.</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
These people have contributed bug reports, patches or other contributions to OpenSim. <br><br />
'''New comers please add yourself to bottom of the list!'''<br />
<br />
<table border="1" cellpadding="2" cellspacing="0" class="wikitable sortable"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Other Grid</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Nebadon|Nebadon]]</td><br />
<td>Michael Cerquoni</td><br />
<td>Nebadon Izumi</td><br />
<td>Nebadon Izumi</td><br />
<td>-7 Arizona</td><br />
<td>Oni Kenkon Creations</td><br />
<td>Building, Scripting, Testing</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:jtclark48|jclark4]]</td><br />
<td>Jay Clark</td><br />
<td>Jay Clarke</td><br />
<td></td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Physics, Grid Host, AI, Scripting, Testing</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:AdamStevenson|BigFootAg]]</td><br />
<td>Adam Stevenson</td><br />
<td>Adamus Petrov</td><br />
<td></td><br />
<td>-6</td><br />
<td>Texas A&M University</td><br />
<td>AI, Skynet, Evolving Systems, Biology</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:jeff1564|Jeff1564]]</td><br />
<td>Jeff</td><br />
<td>Potter Taurog</td><br />
<td></td><br />
<td>-8</td><br />
<td></td><br />
<td>Building, Scripting, Testing</td><br />
</tr><br />
<br />
<tr><br />
<td>Rock_Vacirca</td><br />
<td>Colin Withers</td><br />
<td>Rock Vacirca</td><br />
<td>&nbsp;</td><br />
<td>+1</td><br />
<td>http://rock-vacirca.blogspot.com</td><br />
<td>Testing, building, scripting, maintaining an opensim blog.</td><br />
</tr><br />
<tr><br />
<td>simsim</td><br />
<td>caocao</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+9</td><br />
<td>&nbsp;</td><br />
<td>Testing whole functions of OpenSim system,working with OpenSim-Engine,reporting on OpenSim</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Vicero Lambert|Vicero Lambert]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td></td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td></td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:ClarkZone|ClarkZone]]</td><br />
<td>Troy Admin(@ClarkZone)</td><br />
<td>Troy Childs</td><br />
<td>Troy Admin (ClarkZone)</td><br />
<td>-5</td><br />
<td>Http://clarkzone.dyndns.org</td><br />
<td>Tester and Grid Host</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:aiaustin|aiaustin]]</td><br />
<td>Ai Austin</td><br />
<td>Ai&nbsp;Austin</td><br />
<td>Ai&nbsp;AIAI&nbsp;(AIAI Grid)</td><br />
<td>+0</td><br />
<td>AIAI,&nbsp;University&nbsp;of&nbsp;Edinburgh<br>http://www.aiai.ed.ac.uk/~ai/<br>http://vue.ed.ac.uk/openvue/</td><br />
<td>Windows Vista tests<br>Content testing<br>Use of multiple VWs</td><br />
</tr><br />
<br />
<tr><br />
<td>Marc Manders</td><br />
<td>Marc Manders</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+6</td><br />
<td>marcmanders@gmail.com</td><br />
<td>Creative features</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:balthazar|balthazar]]</td><br />
<td>Trevor Brooks</td><br />
<td>Balthazar Sin</td><br />
<td></td><br />
<td>-5</td><br />
<td>None</td><br />
<td>Terrains, testing and some small coding tasks</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:jimbo2120|jimbo2120]]</td><br />
<td>Michael Osias</td><br />
<td>Illuminous Beltran</td><br />
<td></td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Grid, AI, Skynet, coding and testing</td><br />
</tr><br />
<br />
<tr><br />
<td>ZeroPoint</td><br />
<td>&nbsp;</td><br />
<td>Guilderoy&nbsp;Dench</td><br />
<td></td><br />
<td>-5</td><br />
<td>&nbsp;</td><br />
<td>Programming/Database</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:DerekTang|DerekTang]]</td><br />
<td>Derek Tang</td><br />
<td>Derek Timeless</td><br />
<td>Derek Tang (ChineseGrid)</td><br />
<td>+8</td><br />
<td>http://ChineseGrid.net</td><br />
<td>Running a public WINDOWS sim for testing, Docs, Helping Chinese users to enjoy OpenSim; building Chinese OpenSim communities. In construction...</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:TayB|TayB]]</td><br />
<td>Earl B</td><br />
<td>Taylor Boyau</td><br />
<td></td><br />
<td>-10</td><br />
<td>ViziGrid</td><br />
<td>Grid Host,Networking,Contributions & Testing.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:JamieDav|JamieDav]]</td><br />
<td>Jamie David</td><br />
<td>Jamie David</td><br />
<td></td><br />
<td>+7</td><br />
<td>Forum</td><br />
<td>Grid, Sim, Avitar, Functionality</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Krtaylor|Krtaylor]]</td><br />
<td>Kurt Taylor</td><br />
<td>Kurt Stringer </td><br />
<td></td><br />
<td>-6</td><br />
<td>IBM</td><br />
<td>Grid, Networking, Monitoring, Scripting, Inventory, Testing</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Nink|Nink]]</td><br />
<td>Peter Finn</td><br />
<td>Nink Noonan</td><br />
<td></td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Disruptive Influence.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Bruce|Bruce]]</td><br />
<td>Bruce Meerson</td><br />
<td>Bruce Meerson</td><br />
<td></td><br />
<td>+8</td><br />
<td>HiPiHi</td><br />
<td>Watching.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Darb|DarbD]]</td><br />
<td>Brian B. Quinn</td><br />
<td>Darb Dabney</td><br />
<td>regions<br />near Marin</td><br />
<td>PST/SLT (-7 or -8)</td><br />
<td>County of Marin, California<br /> http://blog.simgis.com</td><br />
<td>LiDAR-based sculpties, real-world terrain, <br />pursuit of civic paraverses </td><br />
</tr><br />
<br />
<tr><br />
<td>[[CharlieO]]</td><br />
<td>Dan</td><br />
<td>Charlie Omega</td><br />
<td></td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>Mild coding/tweaking/simple feature adds, Stress testing/break stuff, Testing limits of existing code. Making sure [[LSL Status]] is up to date</td><br />
</tr><br />
<br />
<tr><br />
<td>oobscure</td><br />
<td>&nbsp;</td><br />
<td>Opensource Obscure</td><br />
<td></td><br />
<td>+1</td><br />
<td>http://www.opensim.it</td><br />
<td>Running a public Linux sim for testing, Docs, Helping italian users, Building opensim communities, Watching</td><br />
</tr><br />
<br />
<tr><br />
<td>pitman</td><br />
<td>Mike Pitman</td><br />
<td>Rez Tone</td><br />
<td></td><br />
<td>&nbsp;</td><br />
<td>IBM</td><br />
<td>Scientific visualization schemes, virt world product design, persistant workspaces, virt world based big biz</td><br />
</tr><br />
<br />
<tr><br />
<td>cmu</td><br />
<td>Christopher Mumme</td><br />
<td>Snook Destiny</td><br />
<td></td><br />
<td>+1</td><br />
<td>http://www.cmu-develop.de/ and research group "Collaboration Systems and CSCW" at Clausthal University of Technology</td><br />
<td>Testing OpenSim, working with OpenSim-Engine, reporting on OpenSim</td><br />
</tr><br />
<br />
<tr><br />
<td>[[Silpol]]</td><br />
<td>Andriy Tymchenko</td><br />
<td>Andy Tir</td><br />
<td></td><br />
<td>EET (+2/3)</td><br />
<td> http://silpol.blogspot.com/ (also visible at Nokia)</td><br />
<td>Highly uncoordinated mess with elements of palace games, under-table diplomacy, rebellion, coup d'état and mutiny. optionally pirate</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Grumly|Grumly]]</td><br />
<td></td><br />
<td>Forest Klaar</td><br />
<td>Grumly TheBear</td><br />
<td>GMT+1</td><br />
<td>.NET MCAD Dev/Arch/Trainer http://www.devoteam.com</td><br />
<td>Trying to get into OpenSim code for now. Particularly interrested in data persistence. blog (Hello, Avatar!): http://lslblog.free.fr</td><br />
</tr><br />
<br />
<tr><br />
<td>[[daTwitch]]</td><br />
<td>James G. Stallings II</td><br />
<td><br>Lazarus Longstaff</td><br />
<td>Hiro Protagonist (OSGrid)</td><br />
<td>-5</td><br />
<td>House Husband</td><br />
<td>OSGrid Region owner, OSGrid Operator,<BR>Forum Admin, sometime wiki editor</td><br />
</tr><br />
<br />
<tr><br />
<td>gryc</td><br />
<td>Gryc Ueusp</td><br />
<td>Gryc Uriza</td><br />
<td>Gryc Uriza(OSGrid)</td><br />
<td>-6</td><br />
<td></td><br />
<td>PHP scripting, web interfaces, interconnectivity, cross-platformedness</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Phrearch|Phrearch]]</td><br />
<td>Jeroen van Veen</td><br />
<td>Phrearch Miles</td><br />
<td>Phrearch Miles(OSGrid)</td><br />
<td>Amsterdam/Paris</td><br />
<td></td><br />
<td>WiXTD, Wikidoc and Moo</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Burnman|Burnman]]</td><br />
<td>Allen Wilkins</td><br />
<td>Burnman Bedlam</td><br />
<td>Sid Green (United Grid)</td><br />
<td>Boston, USA</td><br />
<td>United Grid</td><br />
<td>Testing, testing, and more testing! Getting familiar with the source, interested in all aspects of the project.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:krisbfunk|krisbfunk]]</td><br />
<td>Kris Bulman</td><br />
<td>Krisbfunk Vought</td><br />
<td>Krisbfunk Nocturnal(OSGrid)</td><br />
<td>PE, Canada (-4)</td><br />
<td>Edactive Technologies<br />NocturnalEye Productions<br />UPEI</td><br />
<td>Currently: Testing, bug reports, wiki updating, building on OSGrid</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:HashBox|HashBox]]</td><br />
<td>&nbsp;</td><br />
<td>Sibariel Darkstone</td><br />
<td>Sibariel Darkstone (OSGrid)</td><br />
<td>New Zealand (+12)</td><br />
<td></td><br />
<td>Testing, bug reports, and updating the wiki.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Kinoc|Kinoc]]</td><br />
<td>Kino Coursey</td><br />
<td>Daxxon Jaxxon</td><br />
<td>Daxxon Kinoc (OSgrid)</td><br />
<td>-6</td><br />
<td>Daxtron Laboratories <br /> http://www.daxtron.com<br /> University of North Texas</td><br />
<td>AI, Semantic web, Ontologies, Natural Laanguage Processing, Cyc, Bots, NPC </td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:trapuh|trapuh]]</td><br />
<td>Pedro Ribeiro</td><br />
<td>Vaiten Forder</td><br />
<td></td><br />
<td>GMT</td><br />
<td>University Student, Escola Superior de Educação de Viseu, Portugal </td><br />
<td>Testing, eventual bug reports and wiki. Music, web/digital arts and php+sql.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:SonicViz|SonicViz]]</td><br />
<td>Paul Cohen</td><br />
<td>Komuso Tokugawa</td><br />
<td></td><br />
<td>+9</td><br />
<td>Http://sonicviz.com</td><br />
<td>Audio/Music, Interactive Music, Control Protocols, Interfaces, VisualFX, Procedural animation/Generative systems + testing and general dev</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Mokele|mokele]]</td><br />
<td>Scott Norman</td><br />
<td>Mokelembembe Mokeev</td><br />
<td></td><br />
<td>-8 (Southern California)</td><br />
<td>Web Developer (PHP and MySQL)</td><br />
<td>Interested in seeing running on PowerPC Macs which it is. So, when I can, I'll compile and test on PowerPC Mac (PowerBook G4) and submit reports and then update the wiki if need on installing on Mac. Also have a Ubuntu 7.10 server that I can do testing on too.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:devalnor|devalnor]]</td><br />
<td>Devalnor</td><br />
<td>M. Watkin</td><br />
<td></td><br />
<td>+1 (Belgium)</td><br />
<td></td><br />
<td>Small Patch code, bug reports, and updating the wiki.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Ezekiel|Ezekiel]]</td><br />
<td>Ezekiel</td><br />
<td>Ezekiel Zabelin</td><br />
<td></td><br />
<td>+1 </td><br />
<td>http://www.yosims.com </td><br />
<td>Concepts, business aspects of virtual worlds - web developer (PHP, MySQL, Javascript, LSL) </td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Buggmaster|Buggmaster]]</td><br />
<td>Mike D</td><br />
<td>Bug Master</td><br />
<td>None</td><br />
<td>-8 </td><br />
<td>http://www.adultmetaverse.com</td><br />
<td>Grid, Data/Web PHP/PERL/MySQL</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Nixnerd|nixnerd]]</td><br />
<td></td><br />
<td>Dangerously Moody</td><br />
<td>None</td><br />
<td>GMT </td><br />
<td>http://www.integratedtechnologies.eu</td><br />
<td>Cross Platform Testing, Feedback, Bug Reporting</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:MoHax|mohax]]</td><br />
<td>Mo Hax</td><br />
<td>Mo Hax</td><br />
<td></td><br />
<td>-5 Eastern</td><br />
<td>IBM</td><br />
<td>Testing, Feedback, Content Contributions, Bug Reporting, Documenting, Development</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Webmage|webmage]]</td><br />
<td>webmage</td><br />
<td>Leyla Masala</td><br />
<td>Web Mage</td><br />
<td>+1</td><br />
<td>IBM</td><br />
<td>Testing, terrain</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:NLStitch|NLStitch]]</td><br />
<td>Marijn Oosterveld</td><br />
<td>Stitch Seale</td><br />
<td>NYA</td><br />
<td>GMT +1 Amsterdam</td><br />
<td>Twingate Systems (http://www.twingate.nl)<br>HanzeHogeschool Groningen, Netherlands<br />
</td><br />
<td>Programming, Photography, AI</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Ideia Boa|Ideia Boa]]</td><br />
<td>Joao Lopes</td><br />
<td>Ideia Boa</td><br />
<td>Ideia Boa or Boa Ideia in some grids</td><br />
<td>GTM+1 Stockholm/Sweden</td><br />
<td>WorldSimTERRA - Virtual World that speaks Portuguese too<br />http://www.worldsimterra.com</td><br />
<td>Testing and more testing! Updating the original wiki and translating the OpenSim Wiki into Portuguese and reporting on OpenSim</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Lulurun|lulurun]]</td><br />
<td>liu</td><br />
<td><br/></td><br />
<td><br/></td><br />
<td>+9</td><br />
<td>3Di Inc, Japan <br />http://www.3di.jp</td><br />
<td>Patches, openid, server performance, UGAI</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Carlosroundel|Carlosrounde]]</td><br />
<td>Carlosroundel</td><br />
<td>Carlos Roundel</td><br />
<td><br/></td><br />
<td>+1</td><br />
<td>Cyberlandia Italy<br />http://www.cyberlandia.net</td><br />
<td>Grid, programmer, database, tester</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Mikebert|Mikebert]]</td><br />
<td>Michael Strunck</td><br />
<td>Mikebert Miles</td><br />
<td>Mikebert M34</td><br />
<td>+1</td><br />
<td>OpenSIM Wiki, Germany<br />http://www.opensim.de</td><br />
<td>German Wiki, Translater, Server Performance (Linux/Windows), Tester, Feedback, Bug Reporting, Server-Hosting</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Fly-man-|Fly-Man-]]</td><br />
<td>Laurence</td><br />
<td></td><br />
<td>Fly Man</td><br />
<td>+1</td><br />
<td></td><br />
<td>Testing, OpenSimSearch, OpenSimProfile, OpenWiredux</td><br />
</tr><br />
<br />
<tr><br />
<td>Taoki</td><br />
<td>Mircea Kitsune / Taoki Vixen</td><br />
<td>Mircea Kitsune (OSGrid) / Mircea Lobo (LL grid)</td><br />
<td><br/></td><br />
<td>GMT +2</td><br />
<td><br/></td><br />
<td>Usually testing and bug reporting but I also make smaller patches where I know what to do.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Patnad|Patnad]]</td><br />
<td>Patrick</td><br />
<td>Patnad Babii</td><br />
<td>Patnad Babii (OSGrid)</td><br />
<td>GMT -5</td><br />
<td>RezzMe Technologies<br />http://www.rezzme.com</td><br />
<td>Bug testing and reporting, I code C# and have submitted a few patches</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Hallow Palmer|Hallow Palmer]]</td><br />
<td>Markus</td><br />
<td>Hallow Palmer</td><br />
<td><br/></td><br />
<td>+1</td><br />
<td>Grid4Us<br />http://www.grid4us.net</td><br />
<td>Server Performance (Windows), Tester, Feedback, Business concepts,Bug Reporting, Server-Hosting</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:^DarkMan|^DarkMan]]</td><br />
<td>Brian Adair</td><br />
<td>Patrick Ouachita</td><br />
<td>Brian Adair | Patrick Meta</td><br />
<td>-6 CST</td><br />
<td>RealMetaLife | B&H Networking</td><br />
<td>Building, Scripting, Testing, etc.</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:tlaukkan|Tommi Laukkanen]]</td><br />
<td>Tommi Laukkanen</td><br />
<td>&nbsp;</td><br />
<td>Tommi Laukkanen</td><br />
<td>+2 GMT</td><br />
<td>http://www.bubblecloud.org</td><br />
<td>Protocols ([http://www.bubblecloud.org MXP]), NHibernate, Scrip API, Map Generation, Bug Fixes, Grid Hosting</td><br />
</tr><br />
<tr><br />
<td>[[User:Mystical|Mystical]]</td><br />
<td>Kevin Tweedy</td><br />
<td>Mystical Demina</td><br />
<td>Mystical Demina</td><br />
<td>-5</td><br />
<td>Extreme Reality Grid<br />http://www.XRGrid.com</td><br />
<td>Windows Communication Framework, Windows Workflow,Entity Framework, MSSQL<br/>Enhancements,Commerce, Content,DotNetNuke based portal, development services</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:Godfrey|Godfrey]]</td><br />
<td>Jeff Lee</td><br />
<td>Warin Cascabel</td><br />
<td> </td><br />
<td>-5 (EST5EDT)</td><br />
<td></td><br />
<td>Testing, minor bugfixes. Scripting, building, animating</td><br />
</tr><br />
<tr><br />
<td>Jamenai</td><br />
<td>Christopher Händler</td><br />
<td>Jamenai Luik</td><br />
<td>Jamenai Luik</td><br />
<td>+1</td><br />
<td>Playneko Grid | XIMDEX Jamenai<br />http://www.playneko.de<br>http://www.ximdex.de</td><br />
<td>Performance,Bug Reporting, Hosting, Grid-Owner,(PHP, MySQL, Perl, JavaScript, LSL)</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:bikcmp|bikcmp]]</td><br />
<td>Jason</td><br />
<td>Jake1500 Allen</td><br />
<td>Jason Helios (The Helios Grid)</td><br />
<td>EST</td><br />
<td>Blue Software</td><br />
<td>Search, groups, land, and currency</td><br />
</tr><br />
<br />
<tr> <br />
<td>[[User:mark.malewski|Slipaway]]</td><br />
<td>Mark Malewski</td><br />
<td>Chris Rock</td><br />
<td></td><br />
<td>-6 (-5 during summer - CDT)</td><br />
<td>NexTECH / Joopla</td><br />
<td>Web development & systems integration, terrain, WIKI documentation, tutorials, testing, bug reporting and feedback. </td><br />
</tr><br />
<br />
<tr><br />
<td>barakademi </td><br />
<td>Steve Topp</td><br />
<td>barakademi Barzane</td><br />
<td>same avi on baragrid OSgrid Grid4us sciencesim</td><br />
<td>utc+1 (CET) paris</td><br />
<td>http://xbot-sl.barakademi.org http://vps.barakademi.org/oswi http://vps.barakademi.org/oswi/loginscreen.php </td><br />
<td>Music LiveMusic MetaverseMusic Opensim Libomv Mono-2.4 Linux (suse,debian,ubuntu) Admin Scripting Automating Development Intergration php mysql bash nant +++</td><br />
</tr><br />
<tr><br />
<td>[[User:RemedyTomm|RemedyTomm]]</td><br />
<td>Tom Grimshaw</td><br />
<td>Tomm Remedy</td><br />
<td>KGrid: Casper Warden<br />
OSGrid: Tomm Remedy</td><br />
<td>UTC+0 (BST)</td><br />
<td>Remedy Communications</td><br />
<td>Texture pipeline, Groups, ObjectUpdates</td><br />
</tr><br />
<tr><br />
<td>[[User:robert_d|robert_d]]</td><br />
<td>Robert Dzikowski</td><br />
<td> </td><br />
<td>OSGrid: robert_d 13</td><br />
<td>UTC+1</td><br />
<td>[http://blog.rd-it.net http://blog.rd-it.net]</td><br />
<td>Region Modules, Tutorials</td><br />
</tr><br />
<tr><br />
<td>[[User:Snoopy2|Snoopy2]]</td><br />
<td>Snoopy Pfeffer</td><br />
<td>Snoopy Pfeffer</td><br />
<td>Snoopy Pfeffer</td><br />
<td> </td><br />
<td>[http://metaverse.getmyip.com/ http://metaverse.getmyip.com/]</td><br />
<td>Open Metaverse, 3D Web, server and viewers, service management</td><br />
</tr><br />
<br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td></td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>Tester</td><br />
</tr><br />
<br />
<tr><br />
<td>[[User:W!cKeD|_WicKeD]]</td><br />
<td>Maik</td><br />
<td>Maik Galaxy</td><br />
<td></td><br />
<td>+1 Germany</td><br />
<td>Creatio Inc. / OpenSim Germany</td><br />
<td>German Support, Translator, Building, Scripting, Testing</td><br />
</tr><br />
<br />
</table><br />
[[Category:Main]]<br />
[[Category:Development]]<br />
[[Category:Tech Reference]] <br />
[[Category:Help]]</div>Teravushttp://opensimulator.org/wiki/File:Image_req_process_flow_char.jpgFile:Image req process flow char.jpg2009-01-15T00:56:01Z<p>Teravus: Proposed Image request process flow chart</p>
<hr />
<div>Proposed Image request process flow chart</div>Teravushttp://opensimulator.org/wiki/Web_Statistics_ModuleWeb Statistics Module2009-01-08T19:53:48Z<p>Teravus: </p>
<hr />
<div>Web Statistics Module provides region statistics information. The data is provided as AJAX html page which can be embedded to web site. The page is accessing the data over JSON interface.<br />
<br />
== Enabling Web Statistics ==<br />
<br />
Edit OpenSim.exe.ini:<br />
<br />
<pre><br />
[WebStats]<br />
enabled=true<br />
</pre><br />
<br />
== Accessing Web Statistics ==<br />
<br />
You can form url for region web statistics as follows:<br />
<br />
<pre><br />
http://<region-server-ip>:<http-port>/SStats/<br />
</pre><br />
<br />
== Live Demo ==<br />
<br />
A live demo of the statistics module can be viewed here for OSGrid Wright Plaza: http://osgrid02.sytes.net:9101/SStats/<br />
<br />
== Feature Requests ==<br />
<br />
* Public JSON API for accessing counters.<br />
* Diagnostics counters:<br />
** Dead and stalled threads.<br />
** Number of exceptions since last startup.<br />
* Uptime counter.<br />
* Region build version.<br />
* Number of unique visitors during last hour.<br />
* Number of unique visitors during last 24 hours.<br />
* Grid based policy framework for setting it up.</div>Teravushttp://opensimulator.org/wiki/SupportSupport2008-12-24T18:59:27Z<p>Teravus: </p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Support and Contribution Process==<br />
===Before asking for help===<br />
* Search the [[User Documentation]] before asking for help.<br />
* Search the [[FAQ]]<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
<br />
===Getting support===<br />
* Ask on irc.freenode.net #opensim and #opensim-dev. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
** Don't ask to ask, just ask.<br />
** Phrase your question in the form of a question.<br />
** Be specific.<br />
** Explain the problem.<br />
** Describe how to reproduce the problem.<br />
** If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
* If no-one in IRC is able to help at the moment, you can try one of the three mailing lists that are available for communication between users and developers. <br />
** [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] - a user support forum for OpenSim<br />
** [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] - development discussion of OpenSim<br />
** [https://lists.berlios.de/mailman/listinfo/opensim-commits opensim-commits] - an email list for svn commits<br />
<br />
===After you get help===<br />
* If the problem is a bug, and no-one is able to help you, please submit a bug report. Read below for how to do this.<br />
* If someone did help you, please document the problem and the solution on the wiki if it's not there yet<br />
<br />
===Attending office hours===<br />
If you would like to contribute to the project, the second thing you may want to do(after learning about the project) is visiting the in-world [[Office hours|OpenSim discussion hours]].<br />
<br />
==Bug Reports: Mantis==<br />
<br />
The [http://opensimulator.org/mantis mantis] tool is one of the main channels of communication between opensim users and opensim developers for purposes of reporting bugs. '''It is NOT a costumer support tool''', because there is no costumer support within the opensim project beyond that provided by volunteers in the opensim IRC and mailing list. <br />
<br />
This explains how to file a mantis that really helps the development of opensim.<br />
<br />
If your main interest is to have your problem solved, rather than help the development of opensim, mantis is the wrong tool for you. Try signing on to #opensim IRC for that kind of help, where you can talk to other opensim users, exchange experiences and get personalized volunteer help.<br />
<br />
If you're willing to invest time to investigate the problem you are experiencing, your effort will be very much appreciated. You should look at mantis as half-way between '''your effort to solve the problem''' and the developers effort to do the same. For everything else, there's the several IRC channels, mailing lists, and assorted grid-specific forums.<br />
<br />
When you encounter a problem, before filling a mantis, ask yourself the following questions:<br />
<br />
* '''Are you the only one experiencing this problem or are there other people experiencing it?''' The fastest way to find an answer to this question is to sign on to the #opensim IRC channel and exchange a few words with other opensim users there. Another way is to browse/search this mantis tool. If you're not the only one, then chances are it's a real issue. If you're the only one, chances are you're doing something wrong. The mantis is the wrong place to report it, you're better signing on to #opensim. In any case,<br />
** Is there something broken in your setup?<br />
** Look at the OpenSim.log file. Is there something informative in there that will help you understand what's going on with your setup? An exception perhaps?<br />
<br />
* '''Can you reproduce the problem systematically?''' Take time to understand the steps that lead to the problem. The more reproducible and understood the problem is, the higher the chances it will be fixed. If you can't reproduce it, there is very little chance that the issue will be fixed. But reproducibility to ''you'' is not enough. Read on.<br />
<br />
* '''Can you describe the problem to developers so ''they'' can reproduce it without being you?''' <br />
** The best way to do this is to try to reproduce the problem in a standalone setup. This eliminates all the extra noise that adds fuzzyness to the issue. So try it in standalone first. If you are able to reproduce it like that, the chances of the problem being fixed soon increase dramatically. If the problem is related to the Hypergrid and distributed setups, try to reproduce the problem in only one machine with 2 opensim instances. From a developer's perspective, it will be easy to take your good description, reproduce it on their own standalones, and then fix it.<br />
** If you can't reproduce it in standalone mode, try to reproduce it in grid mode using the simplest possible grid -- something that a developer can also set up in one machine without much work. <br />
** If you can't reproduce it that way, and the problem only occurs within your special grid environment, chances are there's something wrong with your special setup. Furthermore, the chances of a developer being able to fix the problem soon decrease dramatically. You may try to hire someone for a fee in order for him/her to take their time to investigate the issue on your grid.<br />
<br />
===Bug Description===<br />
<br />
Once you understand how to reproduce the problem, describe it on mantis, along with a step-by-step recipe for a developer to reproduce it. In an ideal bug report, the description should be something like this:<br />
<br />
Setup (standalone/grid/...), as detailed as possible<br />
<br />
1) Do A<br />
<br />
2) Do B<br />
<br />
3) Do C<br />
<br />
...<br />
<br />
==> bang! problem<br />
<br />
In every step, be as specific as possible, leaving no room for interpretation. For example, saying <br />
<br />
"x) crash the client by pulling up the task bar and killing the SecondLife process" is MUCH better than <br />
<br />
"x) crash the client"; <br />
<br />
and <br />
<br />
"y) create a new region by using a command like this on the console: create region ..." is MUCH better than <br />
<br />
"y) create a region".<br />
<br />
Remember, the purpose of your description is to help a developer experience the steps that lead to the problem, so that he/she can then fix it. <br />
<br />
===When not to file a bug report===<br />
<br />
Simply reporting a problem that you are experiencing is ok but it's completely ineffective for purposes of problem fixing. Mantis should not be used for that. Instead, report generic and/or non-reproducible and/or special setup problems informally in #opensim and/or #opensim-dev. Here are two examples:<br />
<br />
- "TPs seem to be broken in OSGrid with r1234": report that in osgrid-related forums and #opensim<br />
<br />
- "TPs seem to be broken altogether with r1234, and lots of ppl are seeing this too": let the developers know about it in #opensim-dev, maybe. They probably already know.<br />
<br />
If all you can say about an issue is it's brief description, just like the examples above, mantis is the wrong tool for it. Don't file a bug report, it will be closed promptly.<br />
<br />
Please review the mantis procedures/states etc.. on [[Bugs]]<br />
<br />
==Feature Requests==<br />
<br />
You may have an idea for moving opensim into an interesting direction that hasn't been explored yet. If you do, the process is as follows:<br />
<br />
* Describe your idea either in an email message or, better yet, somewhere on the Web. Then start a discussion about it on the opensim-dev mailing list, to have a feeling for what the developers think about your idea, and to get some advice on how to go about implementing it. If the feeling you get is that the developers are not interested, you can always implement your idea as a GForge project or as your own proprietary extension. If you get the feeling that there is a chance your idea will be accepted as a core contribution, read on. <br />
<br />
* Implement your idea on your own copy of opensim, and make it available for users and developers to try it out without much effort. The lower the effort for people to try it out, the higher the chances people will try it and accept it.<br />
<br />
* If you're not a programmer, your only possible course of action is to convince some programmer (core or not) to implement it for you. Keep in mind that the opensim developers do not work for you, and are busy implementing the things that interest '''them'''. And if an idea is just an idea without code behind it, it will be ignored.<br />
<br />
* Once you have an implementation, submit it to the developers via a core patch on [http://opensimulator.org/mantis mantis]. All patches submitted via mantis are evaluated by the core developers, possibly discussed with the submitter for further clarifications and improvements, and applied to the core code if there are no objections.<br />
<br />
==Patch Review==<br />
<br />
The developers also use Mantis to review patches for inclusion in opensimulator's core SVN.<br />
<br />
* There are several guidelines to the patch review process. You will need to agree to our contributor agreement and be willing to take feedback on the patch. Not all patches will make it into OpenSimulator for a variety of potential reasons. OpenSimulator is not trying to be 'everything for everyone' so, often, it's requested that the functionality be implemented in a module that gets it's own project on forge. For more information, please review [[Submitting_code_to_OpenSim]] and [[Contributions_Policy]]<br />
<br />
* After you have submitted a patch, please ensure to update the title of the bug with [PATCH] - Fixes /Issue/. <br />
<br />
* General turnaround time for patch review is 48 hours.. though, it could be up to two weeks depending on the situation. Generally, if nobody comments on your patch within 3-5 days, pop into #opensim on IRC and make sure that you remind them of the PATCH.<br />
<br />
<cleanpage title=hide cats=hide /></div>Teravushttp://opensimulator.org/wiki/SupportSupport2008-12-24T18:45:46Z<p>Teravus: </p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Support and Contribution Process==<br />
===Before asking for help===<br />
* Search the [[User Documentation]] before asking for help.<br />
* Search the [[FAQ]]<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
<br />
===Getting support===<br />
* Ask on irc.freenode.net #opensim and #opensim-dev. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
** Don't ask to ask, just ask.<br />
** Phrase your question in the form of a question.<br />
** Be specific.<br />
** Explain the problem.<br />
** Describe how to reproduce the problem.<br />
** If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
* If no-one in IRC is able to help at the moment, you can try one of the three mailing lists that are available for communication between users and developers. <br />
** [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] - a user support forum for OpenSim<br />
** [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] - development discussion of OpenSim<br />
** [https://lists.berlios.de/mailman/listinfo/opensim-commits opensim-commits] - an email list for svn commits<br />
<br />
===After you get help===<br />
* If the problem is a bug, and no-one is able to help you, please submit a bug report. Read below for how to do this.<br />
* If someone did help you, please document the problem and the solution on the wiki if it's not there yet<br />
<br />
===Attending office hours===<br />
If you would like to contribute to the project, the second thing you may want to do(after learning about the project) is visiting the in-world [[Office hours|OpenSim discussion hours]].<br />
<br />
==Bug Reports: Mantis==<br />
<br />
The [http://opensimulator.org/mantis mantis] tool is one of the main channels of communication between opensim users and opensim developers for purposes of reporting bugs. '''It is NOT a costumer support tool''', because there is no costumer support within the opensim project beyond that provided by volunteers in the opensim IRC and mailing list. <br />
<br />
This explains how to file a mantis that really helps the development of opensim.<br />
<br />
If your main interest is to have your problem solved, rather than help the development of opensim, mantis is the wrong tool for you. Try signing on to #opensim IRC for that kind of help, where you can talk to other opensim users, exchange experiences and get personalized volunteer help.<br />
<br />
If you're willing to invest time to investigate the problem you are experiencing, your effort will be very much appreciated. You should look at mantis as half-way between '''your effort to solve the problem''' and the developers effort to do the same. For everything else, there's the several IRC channels, mailing lists, and assorted grid-specific forums.<br />
<br />
When you encounter a problem, before filling a mantis, ask yourself the following questions:<br />
<br />
* '''Are you the only one experiencing this problem or are there other people experiencing it?''' The fastest way to find an answer to this question is to sign on to the #opensim IRC channel and exchange a few words with other opensim users there. Another way is to browse/search this mantis tool. If you're not the only one, then chances are it's a real issue. If you're the only one, chances are you're doing something wrong. The mantis is the wrong place to report it, you're better signing on to #opensim. In any case,<br />
** Is there something broken in your setup?<br />
** Look at the OpenSim.log file. Is there something informative in there that will help you understand what's going on with your setup? An exception perhaps?<br />
<br />
* '''Can you reproduce the problem systematically?''' Take time to understand the steps that lead to the problem. The more reproducible and understood the problem is, the higher the chances it will be fixed. If you can't reproduce it, there is very little chance that the issue will be fixed. But reproducibility to ''you'' is not enough. Read on.<br />
<br />
* '''Can you describe the problem to developers so ''they'' can reproduce it without being you?''' <br />
** The best way to do this is to try to reproduce the problem in a standalone setup. This eliminates all the extra noise that adds fuzzyness to the issue. So try it in standalone first. If you are able to reproduce it like that, the chances of the problem being fixed soon increase dramatically. If the problem is related to the Hypergrid and distributed setups, try to reproduce the problem in only one machine with 2 opensim instances. From a developer's perspective, it will be easy to take your good description, reproduce it on their own standalones, and then fix it.<br />
** If you can't reproduce it in standalone mode, try to reproduce it in grid mode using the simplest possible grid -- something that a developer can also set up in one machine without much work. <br />
** If you can't reproduce it that way, and the problem only occurs within your special grid environment, chances are there's something wrong with your special setup. Furthermore, the chances of a developer being able to fix the problem soon decrease dramatically. You may try to hire someone for a fee in order for him/her to take their time to investigate the issue on your grid.<br />
<br />
===Bug Description===<br />
<br />
Once you understand how to reproduce the problem, describe it on mantis, along with a step-by-step recipe for a developer to reproduce it. In an ideal bug report, the description should be something like this:<br />
<br />
Setup (standalone/grid/...), as detailed as possible<br />
<br />
1) Do A<br />
<br />
2) Do B<br />
<br />
3) Do C<br />
<br />
...<br />
<br />
==> bang! problem<br />
<br />
In every step, be as specific as possible, leaving no room for interpretation. For example, saying <br />
<br />
"x) crash the client by pulling up the task bar and killing the SecondLife process" is MUCH better than <br />
<br />
"x) crash the client"; <br />
<br />
and <br />
<br />
"y) create a new region by using a command like this on the console: create region ..." is MUCH better than <br />
<br />
"y) create a region".<br />
<br />
Remember, the purpose of your description is to help a developer experience the steps that lead to the problem, so that he/she can then fix it. <br />
<br />
===When not to file a bug report===<br />
<br />
Simply reporting a problem that you are experiencing is ok but it's completely ineffective for purposes of problem fixing. Mantis should not be used for that. Instead, report generic and/or non-reproducible and/or special setup problems informally in #opensim and/or #opensim-dev. Here are two examples:<br />
<br />
- "TPs seem to be broken in OSGrid with r1234": report that in osgrid-related forums and #opensim<br />
<br />
- "TPs seem to be broken altogether with r1234, and lots of ppl are seeing this too": let the developers know about it in #opensim-dev, maybe. They probably already know.<br />
<br />
If all you can say about an issue is it's brief description, just like the examples above, mantis is the wrong tool for it. Don't file a bug report, it will be closed promptly.<br />
<br />
==Feature Requests==<br />
<br />
You may have an idea for moving opensim into an interesting direction that hasn't been explored yet. If you do, the process is as follows:<br />
<br />
* Describe your idea either in an email message or, better yet, somewhere on the Web. Then start a discussion about it on the opensim-dev mailing list, to have a feeling for what the developers think about your idea, and to get some advice on how to go about implementing it. If the feeling you get is that the developers are not interested, you can always implement your idea as a GForge project or as your own proprietary extension. If you get the feeling that there is a chance your idea will be accepted as a core contribution, read on. <br />
<br />
* Implement your idea on your own copy of opensim, and make it available for users and developers to try it out without much effort. The lower the effort for people to try it out, the higher the chances people will try it and accept it.<br />
<br />
* If you're not a programmer, your only possible course of action is to convince some programmer (core or not) to implement it for you. Keep in mind that the opensim developers do not work for you, and are busy implementing the things that interest '''them'''. And if an idea is just an idea without code behind it, it will be ignored.<br />
<br />
* Once you have an implementation, submit it to the developers via a core patch on [http://opensimulator.org/mantis mantis]. All patches submitted via mantis are evaluated by the core developers, possibly discussed with the submitter for further clarifications and improvements, and applied to the core code if there are no objections.<br />
<br />
==Patch Review==<br />
<br />
The developers also use Mantis to review patches for inclusion in opensimulator's core SVN.<br />
<br />
* There are several guidelines to the patch review process. You will need to agree to our contributor agreement and be willing to take feedback on the patch. Not all patches will make it into OpenSimulator for a variety of potential reasons. OpenSimulator is not trying to be 'everything for everyone' so, often, it's requested that the functionality be implemented in a module that gets it's own project on forge.<br />
<br />
* After you have submitted a patch, please ensure to update the title of the bug with [PATCH] - Fixes /Issue/. <br />
<br />
* General turnaround time for patch review is 48 hours.. though, it could be up to two weeks depending on the situation. Generally, if nobody comments on your patch within 3-5 days, pop into #opensim on IRC and make sure that you remind them of the PATCH.<br />
<br />
<cleanpage title=hide cats=hide /></div>Teravushttp://opensimulator.org/wiki/ScreenshotsScreenshots2008-11-13T14:31:27Z<p>Teravus: /* LIFESIM */ Copyright infringement management</p>
<hr />
<div>{{Template:Quicklinks}}<br />
__NOTOC__<br />
====Babblefrog@OSGRID====<br />
{|width="90%" style="text-align:left;"<br />
|[[Image:Snapshot_001.jpg|thumbnail]]<br />
<br />
|[[Image:Snapshot_snow.jpg|thumbnail]]<br />
<br />
|[[Image:Snapshot_venice.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
====Nebadon====<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Nebadon2025_01.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_02.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_03.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_04.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Nebadon2025_05.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_06.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_07.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_08.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Nebadon2025_09.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_10.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_11.jpg|thumbnail]]<br />
<br />
|[[Image:Nebadon2025_12.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:NEBADON2025-05.jpg|thumbnail]]<br />
<br />
|[[Image:NEBADON2025-01.jpg|thumbnail]]<br />
<br />
|[[Image:NEBADON2025-02.jpg|thumbnail]]<br />
<br />
|[[Image:NEBADON2025-03.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Your2ndlife.com_01.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_02_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_03_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_04_1.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Your2ndlife.com_05_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_06_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_07_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_08_1.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Your2ndlife.com_10_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_11_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_12_1.jpg|thumbnail]]<br />
<br />
|[[Image:Your2ndlife.com_13_1.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Your2ndlife.com_14a_1.jpg|thumbnail]]<br />
|}<br />
<br />
===Balthazar===<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:thursday_002.jpg|thumbnail]]<br />
<br />
|[[Image:thursday_003.jpg|thumbnail]]<br />
<br />
|}<br />
===Darb===<br />
Simulator, meet Geographic Info Systems (simgis.org)<br />
Four shots from a 49-sim model of Mount Tamalpais in Marin County, CA<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Tam_49_20071028_2.jpg|thumbnail]]<br />
<br />
|[[Image:Tam_49a_20071028_3.jpg|thumbnail]]<br />
<br />
|[[Image:Kentfield_20071029.jpg|thumbnail]]<br />
<br />
|[[Image:Phoenix_lake_20071029.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
Shots from an 81-sim 1:4 scale model around Berkeley, CA<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:berk81_20071207.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071207_003.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071207_007.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071205_002.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:berk81_20071207_015.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071207_016.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071207_011.jpg|thumbnail]]<br />
<br />
|[[Image:berk81_20071208_002.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
Shots of a 40-region 1.024:1 scale model of UC Berkeley<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Svn054_4272.jpg|thumbnail]]<br />
<br />
|[[Image:Svn054_4272_20080417a.jpg|thumbnail]]<br />
<br />
|[[Image:OB40_greek_theater_vu_ely.jpg|thumbnail]]<br />
<br />
|[[Image:OB40_sather_tower_vu_ely.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:OB40_shattuck_center_vu_wly.jpg|thumbnail]]<br />
<br />
|[[Image:OB40_I_house_vu_nely.jpg|thumbnail]]<br />
<br />
|[[Image:OB40_civic_center.jpg|thumbnail]]<br />
<br />
|[[Image:OB40_Hearst_vu_ely.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
===NixNerd===<br />
<br />
{|width="90%" style="text-align:left;" <br />
<br />
|[[Image:snapshot_nix_02.jpg|thumbnail]] <br />
<br />
|[[Image:OpenSim_000.jpg|thumbnail]]<br />
<br />
|[[Image:OpenSim_001.jpg|thumbnail]]<br />
<br />
|[[Image:OpenSim_002.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;" <br />
<br />
|[[Image:OpenSim_003.jpg|thumbnail]]<br />
<br />
|[[Image:OpenSim_004.jpg|thumbnail]]<br />
<br />
|[[Image:OpenSim_005.jpg|thumbnail]]<br />
<br />
|[[Image:OpenSim_006.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;" <br />
<br />
|[[Image:OpenSim_007.jpg|thumbnail]]<br />
|}<br />
<br />
===CentralGrid===<br />
{|width="90%" style="text-align:right;"<br />
|[[Image:2cg_home_003_001.jpg|thumbnail|Central Grid Orientation]]<br />
|[[Image:2cg_home_003_014.jpg|thumbnail|Central Grid Business]]<br />
|[[Image:BullRun_CentralGrid.jpg|thumbnail|BullRun - Art Gallery inside CentralGrid]]<br />
<br />
|}<br />
<br />
===United Grid - Sid Green===<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:United_Grid_Tramway_1.png|thumbnail|United Grid Tramway, January 2008]]<br />
<br />
|[[Image:United_Grid_Unnamed_Bridge_1.png|thumbnail|Unnamed Bridge, January 2008]]<br />
<br />
|[[Image:United_Grid_Spiral_Staircase_1.png|thumbnail|Spiral Staircase, December 2008]]<br />
<br />
|}<br />
<br />
===Phrearch Miles===<br />
{|width="90%" style="text-align:left;"<br />
|[[Image:Phrearch_Miles_localsim_2.jpg|thumbnail]]<br />
|}<br />
<br />
===Sean Dague===<br />
[[Image:dynamictexture.png]]<br />
<br />
===Sun Payne - http://www.opensimulator.fr===<br />
<br />
Pictures taken on the opengrid maintened by opensimulator.fr<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Islands.jpg|thumbnail]]<br />
<br />
|[[Image:Sun linden.jpg|thumbnail]]<br />
<br />
|[[Image:New Ruth.jpg|thumbnail]]<br />
<br />
|[[Image:Ruth on mountain.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Mountains island.jpg|thumbnail]]<br />
<br />
|[[Image:Heart island.jpg|thumbnail]]<br />
<br />
|[[Image:Man island.jpg|thumbnail]]<br />
<br />
|[[Image:Maze island.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:Shirt island.jpg|thumbnail]]<br />
<br />
|[[Image:Opensimulator island.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
===AIAI Grid - http://vue.ed.ac.uk/openvue/===<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:AIAI-2008-03-04-Opensim-AIAI-Sunset.jpg|thumbnail]]<br />
<br />
|[[Image:AIAI-2008-03-08-Terrain-Scotland.jpg|thumbnail]]<br />
<br />
|[[Image:AIAI-2008-02-25-Iroom.jpg|thumbnail]]<br />
<br />
|[[Image:AIAI-2008-02-05-Media-Streaming.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
===Grumly===<br />
<br />
Lego(tm) building :-)<br />
<br />
{|style="text-align:left;"<br />
<br />
|[[Image:Lego1.png|thumbnail]]<br />
<br />
|[[Image:Lego2.png|thumbnail]]<br />
<br />
|[[Image:Lego3.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
Draw on prims using an Browser Silverlight applet<br />
<br />
{|style="text-align:left;"<br />
<br />
|[[Image:SilverlightDrawOnPrim.png|thumbnail]]<br />
<br />
|[[Image:DrawOnPrim1.png|thumbnail]]<br />
<br />
|[[Image:DrawOnPrim2.png|thumbnail]]<br />
<br />
|}<br />
<br />
===LIFESIM===<br />
Images temporarily removed because they contained the secondlife logo<br />
<br />
'''NOTE'''<br />
* LIFESIM, dont is one development to Linden labs or secondlife, its a private grid, owned for www.studiografics.com.br and www.mundolinden.com. (every buildings in pics stay into servers for LifeSim Project).<br><br />
<br />
===OpenSimPT - http://www.opensimpt.com===<br />
<br />
Imagens obtidas no opengrid mantido por opensimpt.com<br>Pictures taken on the opengrid maintened by opensimpt.com<br><br />
[[Image:OSPTG001.png|400px|center]] <center>Lusitania Center on OpenSimPT-Grid<br></center><br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:OSPTG002.png|thumbnail]]<br />
<br />
|[[Image:OSPTG003.png|thumbnail]]<br />
<br />
|[[Image:OSPTG004.png|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:OSPTG005.png|thumbnail]]<br />
<br />
|[[Image:OSPTG006.png|thumbnail]]<br />
<br />
|[[Image:OSPTG007.png|thumbnail]]<br />
<br />
|}<br />
<br />
{|width="90%" style="text-align:left;"<br />
<br />
|[[Image:OSPTG008.png|thumbnail]]<br />
<br />
|[[Image:OSPTG009.png|thumbnail]]<br />
<br />
|[[Image:OSPTG010.png|thumbnail]]<br />
<br />
|}<br />
<br />
===TalentRaspel Grid===<br />
<br />
[http://www.vr-talentraspel.eu/index.php?page=home&btn=1 www.vr-talentraspel.eu]<br />
<br />
{|style="text-align:left;"<br />
<br />
|[[Image:trgrid_07.jpg|thumbnail]]<br />
<br />
|[[Image:trgrid_02.jpg|thumbnail]]<br />
<br />
|[[Image:trgrid_06.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|style="text-align:left;"<br />
<br />
|[[Image:trgrid_01.jpg|thumbnail]]<br />
<br />
|[[Image:screen002.jpg|thumbnail]]<br />
<br />
|[[Image:screen003.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
{|style="text-align:left;"<br />
<br />
|[[Image:screen001.jpg|thumbnail]]<br />
<br />
|[[Image:screen004.jpg|thumbnail]]<br />
<br />
|[[Image:screen005.jpg|thumbnail]]<br />
<br />
|}<br />
<br />
== Videos ==<br />
<br />
===Megaprims===<br />
<br />
http://www.youtube.com/watch?v=ouEcKEhz1AA<br />
<br />
http://www.youtube.com/watch?v=EqcdH4ub6rQ<br />
<br />
[http://www.youtube.com/watch?v=Q9cElvejrxo Flight Into Terrain Megaprims in Berkeley]<br><br />
<br />
[http://www.youtube.com/watch?v=srwRPgjFjnQ OpenSim versus Google Earth, a random walk through 40 regions]<br><br><br />
<br />
===Other videos===<br />
<br />
Jeff1564 <br><br />
http://www.youtube.com/watch?v=AwYQL7nMENQ <br><br><br />
<br />
Nebadon2025<br><br />
http://www.nebadon2025.com/opensim <br><br><br />
<br />
FrancoGrid<br><br />
http://www.youtube.com/watch?v=ixHcmLFSWvM<br><br><br />
<br />
Sun<br><br />
[http://www.wegame.com/user/opensimulator/ Opensimulator album] on Wegame<br><br />
[http://fr.youtube.com/user/opengrid2008 Opengrid album] on Youtube<br><br><br />
<br />
DarbDabney<br><br />
[http://www.youtube.com/watch?v=1gtjPZGOWOw Ruth versus Rover, r5234 with ODE]<br><br />
<br />
[http://www.youtube.com/watch?v=86IVMafq3ik UC Berkeley Greek Theater 1.024:1 scale]<br><br />
<br />
[http://www.youtube.com/watch?v=uBlbB72cpUQ UC Berkeley LBNL to Wurster Hall 1.024:1 scale]<br><br />
<br />
[http://www.youtube.com/watch?v=cealA1QL59s UC Berkeley Easterly campus flight 1.024:1 scale]<br><br />
<br />
Archimedix<br><br />
[http://video.google.com/videoplay?docid=2679558764935410864&q=opensim&ei=4OYqSM_vCI6K2QKbypTeCQ Import Terrain from main grid]<br><br />
<br />
<br />
'''OpenSimPT-Grid''' [http://www.opensimpt.com website]<br />
<br><br />
[http://www.youtube.com/watch?v=0II89LgCXb0 Some images of OpenSimPT-Grid]<br><br />
<br><br />
'''TalentRaspel Grid''' [http://www.vr-talentraspel.eu/index.php?page=home&btn=1 website]<br />
<br><br />
[http://de.youtube.com/watch?v=DQROyxP9md0 Demo: A flight through the TalentRaspel Grid]<br><br />
[http://de.youtube.com/watch?v=EDGtnNrsC4c Demo: Another flight through the TalentRaspel Grid]<br><br />
[http://de.youtube.com/watch?v=abTlpr-5TOc Tutorial video "User registration and client installation" (in german)]<br><br />
[http://de.youtube.com/watch?v=rAtTpiNQ5rI Tutorial video "First steps after login" (in german)]<br><br />
[http://de.youtube.com/watch?v=PyS9CAyTxJo Tutorial video "How to persist your avatars appearance" (in german)]<br><br />
<br />
== External Links ==<br />
===LaeMi's sim on her home Linux box===<br />
http://members.optusnet.com.au/~laemi/impact/<br />
[[Category:Users]]<br />
[[Category:Development]]<br />
<br />
===Flickr OpenSim group===<br />
http://www.flickr.com/groups/opensim/<br />
[[Category:Users]]<br />
[[Category:Development]]<br />
<cleanpage title=hide cats=hide /></div>Teravushttp://opensimulator.org/wiki/Public_Trampoline_ScriptPublic Trampoline Script2008-10-17T23:22:54Z<p>Teravus: </p>
<hr />
<div> float force_amount = 999.0;<br />
default<br />
{<br />
collision_start(integer tnum)<br />
{<br />
// UnComment this if you want to trigger a sound<br />
// llTriggerSound("trampoline", 0.5);<br />
if (llDetectedType(0) & AGENT)<br />
llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE);<br />
}<br />
}</div>Teravushttp://opensimulator.org/wiki/Public_Trampoline_ScriptPublic Trampoline Script2008-10-17T23:22:21Z<p>Teravus: /* Initial update of trampoline script */</p>
<hr />
<div>float force_amount = 999.0;<br />
default<br />
{<br />
collision_start(integer tnum)<br />
{<br />
// UnComment this if you want to trigger a sound<br />
// llTriggerSound("trampoline", 0.5);<br />
if (llDetectedType(0) & AGENT)<br />
llPushObject(llDetectedKey(0), force_amount*llRot2Up(llGetRot()), ZERO_VECTOR, FALSE);<br />
}<br />
}</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2008-10-12T23:50:00Z<p>Teravus: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine2/<br />
<br />
bootstrap the build process as follows:<br />
<br />
$ sh autogen.sh<br />
<br />
and compile it as follows:<br />
<br />
./configure --enable-shared --disable-demos --disable-asserts<br />
make<br />
make install<br />
cp /usr/local/lib/libode.so /my/opensim/production/dir<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
Try to play a bit with the avatar-settings in OpenSim.ini, if the avatar has it's feet stick in the terrain or if the basic-position is crouching.<br />
These settings seem to work on Linux64:<br />
av_capsule_radius = 0.68<br />
av_capsule_standup_tensor_linux = 1900000<br />
av_density = 90<br />
<br />
== Compiling ODE from source (Mac OS X) ==<br />
<br />
You can use essentially the same build process on OS X as on Linux,<br />
but there are a couple of minor differences.<br />
<br />
First, the <tt>autogen.sh</tt> script tries to automatically determine<br />
the name of the libtoolize binary (which is named glibtoolize on OS<br />
X). To do this, it uses the <tt>which</tt> command under bash, but<br />
the error code returned by <tt>which</tt> is always 0 in bash. If you<br />
see an error message like this:<br />
<br />
autogen.sh: line 44: no: command not found<br />
<br />
then open autogen.sh in a text editor and change the first<br />
<pre>LIBTOOLIZE=`which libtoolize`</pre> to <pre>LIBTOOLIZE=`which glibtoolize`</pre><br />
and re-run it.<br />
<br />
Also, you must have automake 1.10 or later. You can check your<br />
current version with:<br />
<br />
automake --version<br />
<br />
You can get version 1.10 from [http://www.macports.org/ MacPorts] or<br />
[http://www.finkproject.org/ fink] if yours is older. Be sure to<br />
place the new binary directories ahead of your system binary<br />
directories in your PATH. You may have to open a new shell for your<br />
changes to take effect.<br />
<br />
Then you can follow the Linux instructions to build the library. When it has built, copy the <tt>ode/src/.libs/libode.dylib</tt> file to the OpenSim <tt>bin</tt> directory.<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
The standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2008-04-02T00:29:06Z<p>Teravus: </p>
<hr />
<div>[[Category:Users]]<br />
=Installing from source=<br />
<br />
==Download from SVN==<br />
Check out the [[Download]] Section<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:<br />
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)<br />
* [http://www.mono-project.com/ mono]<br />
<br />
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the "Downloads" link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!<br />
<br />
=== Building ===<br />
<br />
* In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
* Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try to build ode from source, follow the directions on [[PhysicsEngines]].<br />
<br />
Be sure you don't already have a system library version of libode.so that's being used instead of the one in the bin folder of your opensimulator distribution<br />
<br />
=== Running ===<br />
<br />
Recent versions of OpenSim come without an <tt>OpenSim.ini</tt> file. Copy the <tt>OpenSim.ini.example</tt> file to <tt>OpenSim.ini</tt> before making any changes.<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
'''''Windows Vista'''''<br />
<br />
To run on Windows Vista, you must first disable Windows Firewall. Under the new "Start" button of Vista, select "Control panel". Then double-click "Windows Firewall". In the window that pops up, on the left column, select "Turn Windows Firewall on or off". You will have to give permission for this to run, then select the option "Off (not recommended)". Click "OK" and exit from the Windows Firewall window.<br />
<br />
If you have McAfee SecurityCenter, see the description below.<br />
<br />
Once all the security features are disabled, right click on <tt>OpenSim.exe</tt> and select "Run as administrator". This will pop up a window asking permission, select "Allow". Your OpenSim server should run in a DOS-like window and accept connections.<br />
<br />
<br />
'''''McAfee Security'''''<br />
<br />
McAfee Security does not allow applications to listen on ports not explicitly specified. You have two options: 1) disable firewall protection all together, 2) enable <tt>OpenSim.exe</tt> to be able to open ports.<br />
<br />
''Disable firewall''<br />
<br />
Open McAfee SecurityCenter. Select "Internet & Network". In the lower left corner is a small link to "Configure...". Select this. In the right side of the window, select the bar that says "Firewall protection is enabled". Here you can select "Off".<br />
<br />
''Enable <tt>OpenSim.exe</tt> to open ports''<br />
<br />
Open McAfee SecurityCenter. Select "Internet & Network". In the lower left corner is a small link to "Configure...". Select this. In the right side of the window, select the bar that says "Firewall protection is enabled". Select the "Advanced..." button. This will pop up a new window.<br />
<br />
In the new window, on the left side, select "Program Permissions." In the middle on the right side of the window, select the "Add Allowed Program" button. Use the browser that pops up to find the OpenSim executable and select it.<br />
<br />
Finally, select "OK" and exit the McAfee SecurityCenter window.<br />
<br />
==Linux/Mac OS X/FreeBSD==<br />
<br />
Please note that the current (as of 2007-11-23) SVN will not work on 64bit linux systems when built. You will need to use the binary build further down the page.<br />
[[Installing and running on x86-64]]<br />
<br />
===Building===<br />
<br />
Steps to get packages that are needed to compile the source.<br />
<br />
'''FreeBSD 6.2'''<br />
su<br />
cd /usr/ports/devel/subversion/ && make install clean (you may also need to rebuild apr-svn if this step fails)<br />
cd /usr/ports/lang/mono/ && make install clean<br />
cd /usr/ports/devel/nant/ && make install clean<br />
cd /usr/ports/databases/sqlite3/ && make install clean<br />
cd /usr/ports/x11-toolkits/libgdiplus/ && make install clean<br />
cd /opensim/installation/directory/<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]<br />
"System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so" issue, but use "gmake" instead of "make"<br />
<br />
For ODE Physics you must do the following:<br />
cd /usr/ports/graphics/libGL/ && make install clean<br />
cd /usr/ports/graphics/libGLU/ && make install clean<br />
cd /opensim/installation/directory/<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine2/<br />
sh autogen.sh<br />
./configure --enable-shared --enable-release --disable-demos<br />
make<br />
mv ./ode/src/libode.so /opensim/installation/directory/opensim/bin/<br />
<br />
'''Ubuntu 7.10'''<br />
sudo aptitude install subversion nant mono mono-gmcs libmono-microsoft8.0-cil libmono-system-runtime2.0-cil<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
* The above steps are for just running OpenSim. If you want to use MySQL either install during the installation process or install later. For development you'll need to install gcc, gc++, and whatever other modules are needed. <br />
* The above steps work on running OpenSim 0.4 on Ubuntu Server 7.10. I did a new install and everything worked fine for me. During the installation process I had Ubuntu install MySQL. --[[User:Mokele|Mokele]] 11:41, 9 February 2008 (PST)<br />
<br />
<br />
'''openSUSE 10.3'''<br />
<br />
Install an openSUSE 10.3 with its default options, add the online repositories<br />
when finished installing do an online update with all the latest packages.<br />
<br />
In yast install these packages, for running Opensim in standalone mode.<br />
subversion (1.4.4)<br />
nant (0.85)<br />
mono-jscript<br />
- check that mono-core is installed<br />
<br />
* optional mysql - for Opensim running in Grid mode:<br />
Install these mysql packages via yast<br />
mysql<br />
mysql-client<br />
mysql-administrator<br />
mysql-gui-tools<br />
mysql-query-browser<br />
<br />
Before building create the mysql database.<br />
/etc/init.d/mysql start<br />
mysql -u root -p -h localhost<br />
(when asked for password just hit enter)<br />
<br />
mysql> create database opensim;<br />
mysql> quit<br />
<br />
set the configuration in bin/mysql_connection.ini<br />
<br />
Build after installation of above in bash terminal.<br />
<br />
su -<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section.<br />
<br />
<br />
'''Mac OS X 10.5/10.4'''<br />
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST)<br />
* Install XCode Developers Tools from DVD/CD Installation Disk or download from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.<br />
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.<br />
* Install Mono 1.2.5 from ftp://www.go-mono.com/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg and in Terminal or X11 edit the .profile file and add the following line:<br />
export PKG_CONFIG_PATH="/Library/Frameworks/Mono.framework/Versions/1.2.5/lib/pkgconfig/:${PKG_CONFIG_PATH}"<br />
* Compile OpenSim<br />
svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim<br />
cd opensim <br />
./runprebuild.sh<br />
nant<br />
<br />
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll<br />
* libopenjpeg-libsl-2.1.2.0.dylib:<br />
svn co http://opensimulator.org/svn/opensim-libs/libsl1550 opensim-libs<br />
cd opensim-libs/openjpeg-libsl<br />
make -f Makefile.osx<br />
cp libopenjpeg-libsl-2.1.2.0.dylib ../../opensim/bin<br />
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, not sure about Intel. Looks like a gcc issue with compile options.<br />
<br />
* libsecondlife.dll: (for PowerPC Only, see details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])<br />
cd .. (back into opensim-libs)<br />
nant<br />
cp libsecondlife.dll ../../opensim/bin<br />
<br />
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu="x86" tag in the last dllmap line.<br />
<br />
=== Physics ===<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
==== Open Dynamics Engine (ODE) ====<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
===Running===<br />
Recent versions of OpenSim come without an <tt>OpenSim.ini</tt> file. Copy the <tt>OpenSim.ini.example</tt> file to <tt>OpenSim.ini</tt> before making any changes.<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
* To invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
to the <tt>mono OpenSim.exe</tt> line<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
On mono 1.2.6, some distributions may see<br />
Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported<br />
on startup when using mysql. This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).<br />
<br />
===Dependencies===<br />
The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:<br />
* mono<br />
* libmono-corlib2.0-cil<br />
* libmono-sqlite2.0-cil<br />
* libmono-system-web2.0-cil<br />
* libmono-microsoft8.0-cil<br />
* libmono-system-runtime2.0-cil<br />
[[Category:Users]]</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2008-04-02T00:26:50Z<p>Teravus: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine2) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine2/<br />
<br />
bootstrap the build process as follows:<br />
<br />
$ sh autogen.sh<br />
<br />
and compile it as follows:<br />
<br />
./configure --enable-shared --enable-release --disable-demos<br />
make -k<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2008-03-29T20:45:27Z<p>Teravus: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
<br />
and compile it as follows:<br />
<br />
./configure --enable-shared --enable-release --disable-demos<br />
make -k<br />
<br />
If you run into issues after doing this try the debug library by using the following line;<br />
<br />
./configure --enable-shared --disable-demos<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2008-03-29T20:43:42Z<p>Teravus: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini.</tt>. In Linux you must run the included shell script, <tt>opensim-ode.sh</tt> or type <tt>ulimit -s 262144</tt> before running mono OpenSim.exe. '''The ulimit -s 262144 in Linux protects you against stack collisions and corrupted memory when there are a large amount of physical objects roaming around your Simulator.'''<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-lib & switch to the ode(trunk\unmanaged\OpenDynamicsEngine) directory <br />
<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
<br />
and compile it as follows:<br />
<br />
./configure --enable-shared --enable-release --disable-demos<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
Under Configuration Properties/Linker/System. Change Stack Reserve Size to 262144000. Click the OK button then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .2m of radius and a length based on the avatar height and 80Kg of mass<br />
* For prims, like a Box or Sphere with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
* Prim are separated into ~30m space islands with their own bounding box to speed 'near' calculation.<br />
<br />
* friction is reduced on avatar to object/ground collisions when the avatar is moving<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Physical(active) Linksets<br />
* Vehicles<br />
<br />
==== Known bugs ====<br />
* Linkset + Physical/Active are not working: ''Making a linkset physical, leaves the geometries of it's child prim where they are.. even if the root prim moves.''<br />
* Certain distributions of Debian utilize 100% of the CPU while running the ODEPlugin. <br />
* ODE Asserts<br />
<br />
==== Recent changes ====<br />
* Implemented Grab and Throw<br />
* Implemented llApplyImpulse in the global frame<br />
* Replaced the 'Avatar Wobble' with an 'Angular Motor' to keep the avatar capsule from toppling. Results in less bouncing and improved stability.<br />
* Linksets are now collidable as long as they are not set Physical(active)<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* ODE 25 Physical Spheres on Windows Server 2008 Dual Pentium 3 1000mhz with 1 gb of ram. [01/24/2008 rev.3170]<br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/windows2008_ODE_2.mov<br />
YouTube > http://www.youtube.com/watch?v=DGyhne2llRI<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Physical Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Physical Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Physical Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Physical Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2008-03-29T20:42:59Z<p>Teravus: </p>
<hr />
<div>[[Category:Users]]<br />
=Installing from source=<br />
<br />
==Download from SVN==<br />
Check out the [[Download]] Section<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:<br />
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)<br />
* [http://www.mono-project.com/ mono]<br />
<br />
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the "Downloads" link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!<br />
<br />
=== Building ===<br />
<br />
* In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
* Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try to build ode from source, follow the directions on [[PhysicsEngines]].<br />
<br />
Be sure you don't already have a system library version of libode.so that's being used instead of the one in the bin folder of your opensimulator distribution<br />
<br />
=== Running ===<br />
<br />
Recent versions of OpenSim come without an <tt>OpenSim.ini</tt> file. Copy the <tt>OpenSim.ini.example</tt> file to <tt>OpenSim.ini</tt> before making any changes.<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
'''''Windows Vista'''''<br />
<br />
To run on Windows Vista, you must first disable Windows Firewall. Under the new "Start" button of Vista, select "Control panel". Then double-click "Windows Firewall". In the window that pops up, on the left column, select "Turn Windows Firewall on or off". You will have to give permission for this to run, then select the option "Off (not recommended)". Click "OK" and exit from the Windows Firewall window.<br />
<br />
If you have McAfee SecurityCenter, see the description below.<br />
<br />
Once all the security features are disabled, right click on <tt>OpenSim.exe</tt> and select "Run as administrator". This will pop up a window asking permission, select "Allow". Your OpenSim server should run in a DOS-like window and accept connections.<br />
<br />
<br />
'''''McAfee Security'''''<br />
<br />
McAfee Security does not allow applications to listen on ports not explicitly specified. You have two options: 1) disable firewall protection all together, 2) enable <tt>OpenSim.exe</tt> to be able to open ports.<br />
<br />
''Disable firewall''<br />
<br />
Open McAfee SecurityCenter. Select "Internet & Network". In the lower left corner is a small link to "Configure...". Select this. In the right side of the window, select the bar that says "Firewall protection is enabled". Here you can select "Off".<br />
<br />
''Enable <tt>OpenSim.exe</tt> to open ports''<br />
<br />
Open McAfee SecurityCenter. Select "Internet & Network". In the lower left corner is a small link to "Configure...". Select this. In the right side of the window, select the bar that says "Firewall protection is enabled". Select the "Advanced..." button. This will pop up a new window.<br />
<br />
In the new window, on the left side, select "Program Permissions." In the middle on the right side of the window, select the "Add Allowed Program" button. Use the browser that pops up to find the OpenSim executable and select it.<br />
<br />
Finally, select "OK" and exit the McAfee SecurityCenter window.<br />
<br />
==Linux/Mac OS X/FreeBSD==<br />
<br />
Please note that the current (as of 2007-11-23) SVN will not work on 64bit linux systems when built. You will need to use the binary build further down the page.<br />
[[Installing and running on x86-64]]<br />
<br />
===Building===<br />
<br />
Steps to get packages that are needed to compile the source.<br />
<br />
'''FreeBSD 6.2'''<br />
su<br />
cd /usr/ports/devel/subversion/ && make install clean (you may also need to rebuild apr-svn if this step fails)<br />
cd /usr/ports/lang/mono/ && make install clean<br />
cd /usr/ports/devel/nant/ && make install clean<br />
cd /usr/ports/databases/sqlite3/ && make install clean<br />
cd /usr/ports/x11-toolkits/libgdiplus/ && make install clean<br />
cd /opensim/installation/directory/<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]<br />
"System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so" issue, but use "gmake" instead of "make"<br />
<br />
For ODE Physics you must do the following:<br />
cd /usr/ports/graphics/libGL/ && make install clean<br />
cd /usr/ports/graphics/libGLU/ && make install clean<br />
cd /opensim/installation/directory/<br />
svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs<br />
cd opensim-libs/unmanaged/OpenDynamicsEngine/<br />
./configure --enable-shared --enable-release --disable-demos<br />
make<br />
mv ./ode/src/libode.so /opensim/installation/directory/opensim/bin/<br />
<br />
'''Ubuntu 7.10'''<br />
sudo aptitude install subversion nant mono mono-gmcs libmono-microsoft8.0-cil libmono-system-runtime2.0-cil<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
* The above steps are for just running OpenSim. If you want to use MySQL either install during the installation process or install later. For development you'll need to install gcc, gc++, and whatever other modules are needed. <br />
* The above steps work on running OpenSim 0.4 on Ubuntu Server 7.10. I did a new install and everything worked fine for me. During the installation process I had Ubuntu install MySQL. --[[User:Mokele|Mokele]] 11:41, 9 February 2008 (PST)<br />
<br />
<br />
'''openSUSE 10.3'''<br />
<br />
Install an openSUSE 10.3 with its default options, add the online repositories<br />
when finished installing do an online update with all the latest packages.<br />
<br />
In yast install these packages, for running Opensim in standalone mode.<br />
subversion (1.4.4)<br />
nant (0.85)<br />
mono-jscript<br />
- check that mono-core is installed<br />
<br />
* optional mysql - for Opensim running in Grid mode:<br />
Install these mysql packages via yast<br />
mysql<br />
mysql-client<br />
mysql-administrator<br />
mysql-gui-tools<br />
mysql-query-browser<br />
<br />
Before building create the mysql database.<br />
/etc/init.d/mysql start<br />
mysql -u root -p -h localhost<br />
(when asked for password just hit enter)<br />
<br />
mysql> create database opensim;<br />
mysql> quit<br />
<br />
set the configuration in bin/mysql_connection.ini<br />
<br />
Build after installation of above in bash terminal.<br />
<br />
su -<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section.<br />
<br />
<br />
'''Mac OS X 10.5/10.4'''<br />
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST)<br />
* Install XCode Developers Tools from DVD/CD Installation Disk or download from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.<br />
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.<br />
* Install Mono 1.2.5 from ftp://www.go-mono.com/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg and in Terminal or X11 edit the .profile file and add the following line:<br />
export PKG_CONFIG_PATH="/Library/Frameworks/Mono.framework/Versions/1.2.5/lib/pkgconfig/:${PKG_CONFIG_PATH}"<br />
* Compile OpenSim<br />
svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim<br />
cd opensim <br />
./runprebuild.sh<br />
nant<br />
<br />
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll<br />
* libopenjpeg-libsl-2.1.2.0.dylib:<br />
svn co http://opensimulator.org/svn/opensim-libs/libsl1550 opensim-libs<br />
cd opensim-libs/openjpeg-libsl<br />
make -f Makefile.osx<br />
cp libopenjpeg-libsl-2.1.2.0.dylib ../../opensim/bin<br />
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, not sure about Intel. Looks like a gcc issue with compile options.<br />
<br />
* libsecondlife.dll: (for PowerPC Only, see details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])<br />
cd .. (back into opensim-libs)<br />
nant<br />
cp libsecondlife.dll ../../opensim/bin<br />
<br />
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu="x86" tag in the last dllmap line.<br />
<br />
=== Physics ===<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
==== Open Dynamics Engine (ODE) ====<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
===Running===<br />
Recent versions of OpenSim come without an <tt>OpenSim.ini</tt> file. Copy the <tt>OpenSim.ini.example</tt> file to <tt>OpenSim.ini</tt> before making any changes.<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
* To invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
to the <tt>mono OpenSim.exe</tt> line<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
On mono 1.2.6, some distributions may see<br />
Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported<br />
on startup when using mysql. This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).<br />
<br />
===Dependencies===<br />
The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:<br />
* mono<br />
* libmono-corlib2.0-cil<br />
* libmono-sqlite2.0-cil<br />
* libmono-system-web2.0-cil<br />
* libmono-microsoft8.0-cil<br />
* libmono-system-runtime2.0-cil<br />
[[Category:Users]]</div>Teravushttp://opensimulator.org/wiki/Proposed_IM_FlowProposed IM Flow2008-03-08T01:17:30Z<p>Teravus: </p>
<hr />
<div>[[Image:Presence_and_the_challenges_it_presents.jpg]]<br />
<br />
[[Image:Proposed_IM_Flow.jpg]]<br />
<br />
[[Category:Development]]</div>Teravushttp://opensimulator.org/wiki/File:Presence_and_the_challenges_it_presents.jpgFile:Presence and the challenges it presents.jpg2008-03-08T01:16:38Z<p>Teravus: Another note of IM Challenge</p>
<hr />
<div>Another note of IM Challenge</div>Teravushttp://opensimulator.org/wiki/Proposed_IM_FlowProposed IM Flow2008-03-08T01:09:59Z<p>Teravus: New page: Image:Proposed_IM_Flow.jpg Category:Development</p>
<hr />
<div>[[Image:Proposed_IM_Flow.jpg]]<br />
<br />
[[Category:Development]]</div>Teravus