[Opensim-dev] OpenSimulator 0.7 (was incorrectly 0.6) Roadmap

Justin Clark-Casey jjustincc at googlemail.com
Fri Aug 29 16:45:40 UTC 2008


Stefan Andersson wrote:
> Adam,
>  
> one thing I've thought about for a while, is that mesh support 
> could/should be part of OpenSim - ie, that objects in the scene should 
> be able to provide a mesh to clients that support it - how would that 
> fit with your work with the Rex client?
>  
> The rest of you,
>  
> how do you feel about that? I think it's in line with our ambition to 
> not be tied in to any protocol-specific set of limitations.
> 
> Of course, there's no shortage of problems arising with having two 
> separate sets of object definitions, but if there's a will, there's a way.
>  
> So, is there a will?

+1.  Sounds worth investigating to me.

> 
> Best regards,
> Stefan Andersson
> Tribal Media AB
>  
> Join the 3d web revolution : http://tribalnet.se/
>  
> 
> 
> 
> ------------------------------------------------------------------------
> 
> From: adam at deepthink.com.au
> To: opensim-dev at lists.berlios.de
> Date: Thu, 28 Aug 2008 20:02:48 -0400
> Subject: Re: [Opensim-dev] OpenSimulator 0.7 (was incorrectly 0.6) Roadmap
> 
> 
> Raising my head here since DeepThink is doing that conversion. Bug me if 
> your interested.
> 
>  
> 
> Adam
> 
>  
> 
> *From:* opensim-dev-bounces at lists.berlios.de 
> [mailto:opensim-dev-bounces at lists.berlios.de] *On Behalf Of *Michael Wright
> *Sent:* Thursday, 28 August 2008 2:17 PM
> *To:* opensim-dev at lists.berlios.de
> *Subject:* Re: [Opensim-dev] OpenSimulator 0.7 (was incorrectly 0.6) Roadmap
> 
>  
> 
> By opensim modules for the Rex client. I actually meant modules for 
> opensim to support the extra features that the Rex client supports. As 
> far as I know, Rex are working on converting the changes that they made 
> to opensim server, for their custom features, into opensim region 
> modules. So that support for the Rex client could be added to any 
> opensim region by loading those modules.
> 
> Sorry for the confusion.
> 
> But yeah the ideal solution on the client front is a useable working non 
> GPL client. Until we can add features/GUI's to a clien, while at the 
> same time work on opensim. Custom features/applications are very difficult.
> 
> */dan miller <danbmil99 at yahoo.com>/* wrote:
> 
>  > From: Michael Wright
> 
>  > +1000 to both of those but as you say, they need client side
>  > changes. And with slow progress on OpenViewer. Its hard to
>  > imagine when we could seriously think about them, outside of
>  > opensim modules for the Rex client (which I think work is
>  > progressing on) .
> 
> Argh, the GPL dragon rears its ugly head yet again... can Rex allow 
> non-GPL plug-ins when they derive their viewer from the Linden release?
> 
> I see now that momentum on non-Linden capabilities are tied directly to 
> developing a non-GPL viewer (ie OpenViewer). Maybe that's where I should 
> spend my time, instead of constantly complaining about the licensing... 
> (part of the solution and all that)
> 
> -dan
> 
>  >
>  > dan miller wrote: these are
>  > probably feature requests that are too far out for a mere
>  > 0.01 increment, but I thought I should throw them out there
>  > anyway. They are both potentially non-Linden compatible,
>  > and so I guess they won't get much traction until
>  > OpenViewer is more mature.
>  >
>  > * Mesh prims. In talking to some folks about possible
>  > corporate projects, this comes up as the #1 deal-killer wrt
>  > Opensim. User-generated content is great, but the absolute
>  > lack of any workflow from professional 3D tools (other than
>  > paying someone to duplicate a build in SL format) keeps
>  > Opensim tied to the mast of Linden's success/failure.
>  >
>  > * Real-time avatar control. Some lively discussion went on
>  > at the Rex list about the idea of controlling an avatar
>  > through a real-time protocol. The idea is to enable
>  > algorithmic &/or advanced interface control. As a
>  > simple use case, imagine a Wii-like device that allows you
>  > to move your avatar's arm. Right now, there's no
>  > simple way to do anything like that. There are also
>  > important AI applications that are severely limited by the
>  > animation-only model.
>  >
>  > Take these inputs as intended -- ideas for future
>  > discussion.
>  >
>  > -danx0r
>  >
>  > Daniel B. Miller
>  > aka danx0r
>  > life is a simulation
>  >
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-- 
justincc
Justin Clark-Casey
http://justincc.wordpress.com



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