[Opensim-dev] Thoughts on SceneObjects
Melanie
melanie at t-data.com
Thu Jul 2 12:46:12 UTC 2009
Which leads to the discussion we had a while ago. I'm still a
proponent of having just ONE class, and let every object contain a
group if it wants to, a very basic prerequisite for hierarchical
linking.
Inventory is already a class for itself, it just needs to be
refactored to be largely self-contained. Scripts are a function of
inventory, but separate. Geometry (shape) is already a class, but
also too tightly coupled. Shape, Inventory, etc, should be largely
independent and optional.
Melanie
Sean Dague wrote:
> Disclaimer: I'm not looking to implement any of this, at least not any
> time soon. This is just food for thought, and I'm curious what others
> think about these approaches.
>
> I've been recently thinking a lot about SceneObjects, and how they might
> be made both more sensible, and more flexible, as today the SOG/SOP
> stuff is very monolythic.
>
> It started to occur to me that SceneObjects are really a set of
> capabilities. Some of the capabilities seem to be the following:
>
> * have physics applied
> * be scripted
> * be persisted
> * be seen by all clients
> * have inventory
> * have children
> * be modified by the client
>
> This isn't really an entire list, but it's based on times a SOG/SOP
> interacts with classes beyond itself.
>
> Today we handle this with having all this functionality in a single
> class, and then use bits or booleans or the permission manager to block
> the system from doing certain things.
>
> While this works well enough in the SL use case, the moment you start
> looking at creating objects through a path other than the Client
> interfaces, you quickly start running into creating a lot of work
> arounds to trick OpenSim into not letting these subsystems get their
> hands on the objects (for either simplicity or performance reasons).
>
> Discussion is welcome, as I'm start to experiment on the synthetic
> object side and it definitely exposes a new way of thinking about objects.
>
> -Sean
>
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> Opensim-dev mailing list
> Opensim-dev at lists.berlios.de
> https://lists.berlios.de/mailman/listinfo/opensim-dev
More information about the Opensim-dev
mailing list