[Opensim-dev] Asset Cache Sourcecode?

Rob Nelson nexisentertainment at gmail.com
Wed May 19 08:48:18 UTC 2010


I understand.  As a viewer developer, my code would be forfeit anyway.
I already consider it a full fork due to the massive amount of changes
I'm adding to the backend, storage (I've had to create a brand new file
format for storing the voxels, and heightmap loaders are useless except
for including old terrain maps), protocol, and even terrain generation
(Minecraft's creator, Notch, provided a generous amount of help with
this).

In short, this is my Frankenstein. :)

Rob

On Wed, 2010-05-19 at 10:44 +0200, Melanie wrote:
> Hi,
> 
> I gather that you do understand that this will then be a full fork.
> I would guess that there is no chance to integrate this in core
> unless ITerrainModule is provided in such a way that OpenSim can
> load either your voxel terrain module, or a heightmap module.
> 
> Invalidating the heightmap mode of operation would prevent core
> inclusion at this point. Maybe compatibility can be found at a lower
> level, by implementing ITerrainModule in a way that allows the
> features that can be communicated that way to be used through it,
> and an additional interface providing voxel-only methods?
> 
> Removing heightmap support is not something that we have considered
> for trunk at this point.
> 
> Melanie
> 
> 
> Rob Nelson wrote:
> > I'm aware of that, but voxels are not a heightmap.  They're 3D points
> > defining the shape of the land mass, allowing for overhangs and floating
> > chunks of land. Where one would ask for a floating point height at (x,y)
> > with a heightmap, one would have to ask if point (x,y,z) is solid.
> > Compatibility is broken by the mere definition of what I am adding,
> > although the system is set up to continue transmitting landpatches for
> > minimap and "old" clients.
> > 
> > I've already "fixed" the broken objects in OpenSim itself, and
> > compatibility issues are a risk that I have accepted.  I thank you for
> > your concern, however.  LSL, OSSL, and console commands have been
> > modified appropriately, and I'm still working on the physics subsystem.
> > 
> > I'll continue searching the source tree for flotsam.  Thanks again.
> > 
> > Rob
> > 
> > On Wed, 2010-05-19 at 10:30 +0200, Melanie wrote:
> >> Hi again,
> >> 
> >> on reviewing the ITerrainModule interface, I am absolutely certain
> >> that you should provide that interface. It was put there for a
> >> reason, and is used by active code that requires it to be provided
> >> by a module.
> >> 
> >> LSL as well as some console and remote admin commands depend on it.
> >> 
> >> Melanie
> >> 
> >> Melanie wrote:
> >> > Hi,
> >> > 
> >> > the flotsam cache source code it part of the OpenSim tree. However,
> >> > I'm a bit concerned that you are not providing ITerrainModule, as
> >> > any terrain module should.
> >> > 
> >> > Why would you break compatibility in such a way?
> >> > 
> >> > Melanie
> >> > 
> >> > Rob Nelson wrote:
> >> >> Hello.
> >> >> 
> >> >> I have added voxel terrain to OpenSim and am now prevented from testing
> >> >> my changes due to issues with the flotsam asset cache, which still
> >> >> requires the ITerrainModule interface that my fork no longer provides.
> >> >> I suspect there are many other changes I need to make in external add-in
> >> >> modules, too.
> >> >> 
> >> >> My problem is that, try as I might, I cannot find the Flotsam asset
> >> >> cache sourcecode  I've been to the github page and have only found a
> >> >> copy of OpenSim itself, and a search for "flotsam" there only turns up
> >> >> the branch name.
> >> >> 
> >> >> Does anyone know where I can obtain the sourcecode so I may continue
> >> >> testing and development?
> >> >> 
> >> >> Thank you.
> >> >> 
> >> >> Rob Nelson
> >> >> 
> >> >> 
> >> >> 
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> >> >> 
> >> >> 
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> >> > 
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> > 
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