[Opensim-dev] MXPClient?

Toni Alatalo antont at kyperjokki.fi
Mon Feb 23 09:18:46 UTC 2009


Frisby, Adam kirjoitti:
> 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.
>   

What about the model that was recently discussed here w.r.t GPL: put the 
'modwonderland' in the forge, and be it GPL if it is.

If I understood correctly, one motivation for this work is to see what 
the core looks like w.r.t different protocol impls. So not caring about 
license issues, you could still look at the Darkstar / SGS api and 
protocol, try to make a plugin in the forge, and refactor core to enable 
it where needed. Right?

Then if such a plugin existed, ppl could install it if they wanted to 
host opensim so that Darkstar (or is it wonderland nowadays then? 
anyway) clients can connect to it. The only limitation would be that if 
they'd like to make such a bundle and sell it as a closed source thing, 
they couldn't. And that the sources of the possible changes to the sgs 
net code should be made available, but that's happening anyway on the forge.

Sure it might be good for the protocol libs be LGPL, I guess you/we can 
ask about that, but perhaps the current license situation would not 
prevent the work done anyway and we could get the insight w.r.t possible 
core refactoring needs without additional delay.

> Adam
>   

~Toni

>> -----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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>>     
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