[Opensim-dev] MXPClient?

Frisby, Adam adam at deepthink.com.au
Mon Feb 23 07:08:57 UTC 2009


ActiveWorlds: No protocol documentation, and the company running it is likely to get snippy and involve lawyers (of course if they say otherwise, I'd be happy to look into adding compatibility).

There.com: Ditto, no protocol documentation.

Forterra: No protocol docs, described us as "Communists" at a UK Serious Games Conf panel. Probably not a great choice.

Croquet: No adapter being worked on (I was working on VastPark - which we started today and will finish tomorrow/weds.). Would be interesting to try however - would definitely need help from the Croquet team.

Wonderland: A option if we can get past licensing issues (it's all GPL). If their protocol docs are nicely licensed we could build a library from that for .NET. If they make a concession on their protocol libraries to LGPL, then we could IKVM them.

I'm still open to other options if people can think of them.

Adam

> -----Original Message-----
> From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-
> bounces at lists.berlios.de] On Behalf Of Toni Alatalo
> Sent: Sunday, 22 February 2009 9:08 PM
> To: opensim-dev at lists.berlios.de
> Subject: Re: [Opensim-dev] MXPClient?
>
> 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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