[Opensim-dev] MXPClient?

Frisby, Adam adam at deepthink.com.au
Mon Feb 23 09:21:26 UTC 2009


Has anyone written a decent X3D adapter in C# ?

Adam

From: opensim-dev-bounces at lists.berlios.de [mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Stefan Andersson
Sent: Monday, 23 February 2009 1:18 AM
To: opensim-dev at lists.berlios.de
Subject: Re: [Opensim-dev] MXPClient?

Not that I would champion it, but X3D should be mentioned, I guess.

Best regards,
Stefan Andersson
Tribal Media AB




> Date: Mon, 23 Feb 2009 09:36:33 +0200
> From: antont at kyperjokki.fi
> To: opensim-dev at lists.berlios.de
> Subject: Re: [Opensim-dev] MXPClient?
>
> Frisby, Adam kirjoitti:
> > 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.
> >
>
> oops sorry for the wrong recall - yes that might be interesting indeed,
> also with the p2p aspects.
>
> > I'm still open to other options if people can think of them.
> >
>
> after the previous post (and having fun thinking of game clients like
> quake), was back to thinking about Verse. it might be actually even
> useful for integrating with 3d apps, but at least interesting 'cause
> provides for live editing of meshes etc.
>
> the model is quite fitting i find: the client connects to a server,
> which tells what objects there are, and the client can then subscribe to
> the objects it wants (all, or just one or some) and the type of events
> that it is interested in (object moves, vertex moves, ..)
>
> J. Hurliman implemented / experimented with preliminary Verse support
> some weeks ago, by writing VerseSharp (the ref impl is c, verse.net by
> Nathan Letwory is unfinished - there is also one c++ impl by iirc
> Fraunhöfer), to Cable Beach. support in OpenSim (for having live scenes)
> would complement that.
>
> On the client side there are Eskil's own tools, incuding a modeller and
> a renderer (viewer like thing), Blender and a somewhat functional 3dmax
> plugin. And a gimp plugin for editing images.
>
> Reportedly the spec is not perfect (also changes have been proposed to
> the protocol) but it works, John Hurliman manages to implement it, and
> hopefully can put his impl out somewhere soon enough.
>
> > 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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> >>
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