[Opensim-dev] MXPClient?
Toni Alatalo
antont at kyperjokki.fi
Mon Feb 23 05:08:20 UTC 2009
Charles Krinke kirjoitti:
> How is the ModRex module? Is that what we need for the Rex client to
> connect to OpenSim? I dont recall if it is functional or not.
yep that's what you need, afaik is functional (you can log in, see
meshes etc) but not complete in the sense that not all rexserver feats
have been ported from the trunk yet nor all probs solved (last i heard
Mikko and Adam were working on something related to multiple regions).
> Are any of the ActiveWorlds, There.com others interesting? Croquet?
> Wonderland?
I think AW might be fun, haven't looked at that in ages though (back
when it was 2d, heard they changed to 3d at some point).
Croquet is already being worked on IIRC, Adam said something about some
guys on some Croquet side coding something to help it first before work
progresses from his part or something?
Was also thinking of Darkstar, which is the tech used for Wonderland and
some other things - found that there is/was no real protocol spec
('cause there are the open source implementations anyone is free to use
i guess..), but (to help making actionscript clients i think) a couple
of months ago some specifications were written to the javadoc (by a dev
has written real protocol specs before) - there's on overview at
http://www.projectdarkstar.com/distributions/current/sgs-server/doc/overview-summary.html
and that recent wire protocol doc was added to
http://www.projectdarkstar.com/distributions/current/sgs-server/doc/com/sun/sgs/protocol/simple/SimpleSgsProtocol.html
Just last week I talked with a local games company that had done an MMO
using Darkstar, they were pretty happy with it (just used it out of the
box to make their game). I have no experience from it myself, just took
some look years ago and a little now.
I was also trying to find if the new Quake or Doom 3/4 protocol
specifications would be somewhere, but didn't find anything resembling
that really, so I guess implementing those would mean reading the
source. Well I found one student work from '98 that had sniffed Quake2
from the wire, and that has been made for many game protocols to be able
to write 'pirate' servers (like libsl & opensim was made basically).
However classic game protocols are perhaps not so interesting 'cause
they only synch movement etc. and load the maps from the local HD at
level start. Or I guess we could convert e.g. Wright Plaza (from .oar?)
to a Quake map, put it somehow so that people / quake clients can
download it, then use Quake clients to connect to OpenSim with modquake
installed and run around WP shooting each other :o
> Charles
~Toni
> ------------------------------------------------------------------------
> *From:* "Frisby, Adam" <adam at deepthink.com.au>
> *To:* "opensim-dev at lists.berlios.de" <opensim-dev at lists.berlios.de>
> *Sent:* Sunday, February 22, 2009 8:16:45 PM
> *Subject:* Re: [Opensim-dev] MXPClient?
>
> I'm open to ideas on other clients we could implement too btw.
>
> Anything that has a well described protocol is up for grabs.
>
> Adam
>
> > -----Original Message-----
> > From: opensim-dev-bounces at lists.berlios.de
> <mailto:opensim-dev-bounces at lists.berlios.de> [mailto:opensim-dev-
> > bounces at lists.berlios.de <mailto:bounces at lists.berlios.de>] On
> Behalf Of Diva Canto
> > Sent: Sunday, 22 February 2009 7:55 PM
> > To: opensim-dev at lists.berlios.de <mailto:opensim-dev at lists.berlios.de>
> > Subject: Re: [Opensim-dev] MXPClient?
> >
> > Frisby, Adam wrote:
> > > Melanie can probably elucidate a little as to why it's good for us to
> > have a couple of IClientAPI's in core - namely that it helps prevent
> > monoculture in naming schemas and flow.
> > >
> > +100 just for this.
> >
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