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<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Has anyone written a decent X3D adapter in C# ?<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>Adam<o:p></o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'><o:p> </o:p></span></p>
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<p class=MsoNormal><b><span lang=EN-US style='font-size:10.0pt;font-family:
"Tahoma","sans-serif"'>From:</span></b><span lang=EN-US style='font-size:10.0pt;
font-family:"Tahoma","sans-serif"'> opensim-dev-bounces@lists.berlios.de
[mailto:opensim-dev-bounces@lists.berlios.de] <b>On Behalf Of </b>Stefan
Andersson<br>
<b>Sent:</b> Monday, 23 February 2009 1:18 AM<br>
<b>To:</b> opensim-dev@lists.berlios.de<br>
<b>Subject:</b> Re: [Opensim-dev] MXPClient?<o:p></o:p></span></p>
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</div>
<p class=MsoNormal><o:p> </o:p></p>
<p class=MsoNormal><span style='font-size:10.0pt;font-family:"Verdana","sans-serif"'>Not
that I would champion it, but X3D should be mentioned, I guess.<br>
<br>
Best regards,<br>
Stefan Andersson<br>
Tribal Media AB<br>
<br>
<br>
<br>
<br>
> Date: Mon, 23 Feb 2009 09:36:33 +0200<br>
> From: antont@kyperjokki.fi<br>
> To: opensim-dev@lists.berlios.de<br>
> Subject: Re: [Opensim-dev] MXPClient?<br>
> <br>
> Frisby, Adam kirjoitti:<br>
> > 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.<br>
> > <br>
> <br>
> oops sorry for the wrong recall - yes that might be interesting indeed, <br>
> also with the p2p aspects.<br>
> <br>
> > I'm still open to other options if people can think of them.<br>
> > <br>
> <br>
> after the previous post (and having fun thinking of game clients like <br>
> quake), was back to thinking about Verse. it might be actually even <br>
> useful for integrating with 3d apps, but at least interesting 'cause <br>
> provides for live editing of meshes etc.<br>
> <br>
> the model is quite fitting i find: the client connects to a server, <br>
> which tells what objects there are, and the client can then subscribe to <br>
> the objects it wants (all, or just one or some) and the type of events <br>
> that it is interested in (object moves, vertex moves, ..)<br>
> <br>
> J. Hurliman implemented / experimented with preliminary Verse support <br>
> some weeks ago, by writing VerseSharp (the ref impl is c, verse.net by <br>
> Nathan Letwory is unfinished - there is also one c++ impl by iirc <br>
> Fraunhöfer), to Cable Beach. support in OpenSim (for having live scenes) <br>
> would complement that.<br>
> <br>
> On the client side there are Eskil's own tools, incuding a modeller and <br>
> a renderer (viewer like thing), Blender and a somewhat functional 3dmax <br>
> plugin. And a gimp plugin for editing images.<br>
> <br>
> Reportedly the spec is not perfect (also changes have been proposed to <br>
> the protocol) but it works, John Hurliman manages to implement it, and <br>
> hopefully can put his impl out somewhere soon enough.<br>
> <br>
> > Adam<br>
> > <br>
> <br>
> ~Toni<br>
> <br>
> >> -----Original Message-----<br>
> >> From: opensim-dev-bounces@lists.berlios.de [mailto:opensim-dev-<br>
> >> bounces@lists.berlios.de] On Behalf Of Toni Alatalo<br>
> >> Sent: Sunday, 22 February 2009 9:08 PM<br>
> >> To: opensim-dev@lists.berlios.de<br>
> >> Subject: Re: [Opensim-dev] MXPClient?<br>
> >><br>
> >> Charles Krinke kirjoitti:<br>
> >> <br>
> >>> How is the ModRex module? Is that what we need for the Rex
client to<br>
> >>> connect to OpenSim? I dont recall if it is functional or not.<br>
> >>> <br>
> >> yep that's what you need, afaik is functional (you can log in,
see<br>
> >> meshes etc) but not complete in the sense that not all rexserver
feats<br>
> >> have been ported from the trunk yet nor all probs solved (last i
heard<br>
> >> Mikko and Adam were working on something related to multiple
regions).<br>
> >><br>
> >> <br>
> >>> Are any of the ActiveWorlds, There.com others interesting?
Croquet?<br>
> >>> Wonderland?<br>
> >>> <br>
> >> I think AW might be fun, haven't looked at that in ages though
(back<br>
> >> when it was 2d, heard they changed to 3d at some point).<br>
> >><br>
> >> Croquet is already being worked on IIRC, Adam said something
about some<br>
> >> guys on some Croquet side coding something to help it first
before work<br>
> >> progresses from his part or something?<br>
> >><br>
> >> Was also thinking of Darkstar, which is the tech used for
Wonderland<br>
> >> and<br>
> >> some other things - found that there is/was no real protocol spec<br>
> >> ('cause there are the open source implementations anyone is free
to use<br>
> >> i guess..), but (to help making actionscript clients i think) a
couple<br>
> >> of months ago some specifications were written to the javadoc (by
a dev<br>
> >> has written real protocol specs before) - there's on overview at<br>
> >> http://www.projectdarkstar.com/distributions/current/sgs-<br>
> >> server/doc/overview-summary.html<br>
> >> and that recent wire protocol doc was added to<br>
> >> http://www.projectdarkstar.com/distributions/current/sgs-<br>
> >> server/doc/com/sun/sgs/protocol/simple/SimpleSgsProtocol.html<br>
> >><br>
> >> Just last week I talked with a local games company that had done
an MMO<br>
> >> using Darkstar, they were pretty happy with it (just used it out
of the<br>
> >> box to make their game). I have no experience from it myself,
just took<br>
> >> some look years ago and a little now.<br>
> >><br>
> >> I was also trying to find if the new Quake or Doom 3/4 protocol<br>
> >> specifications would be somewhere, but didn't find anything
resembling<br>
> >> that really, so I guess implementing those would mean reading the<br>
> >> source. Well I found one student work from '98 that had sniffed
Quake2<br>
> >> from the wire, and that has been made for many game protocols to
be<br>
> >> able<br>
> >> to write 'pirate' servers (like libsl & opensim was made
basically).<br>
> >> However classic game protocols are perhaps not so interesting
'cause<br>
> >> they only synch movement etc. and load the maps from the local HD
at<br>
> >> level start. Or I guess we could convert e.g. Wright Plaza (from
.oar?)<br>
> >> to a Quake map, put it somehow so that people / quake clients can<br>
> >> download it, then use Quake clients to connect to OpenSim with
modquake<br>
> >> installed and run around WP shooting each other :o<br>
> >><br>
> >> <br>
> >>> Charles<br>
> >>> <br>
> >> ~Toni<br>
> >><br>
> >> <br>
> >>>
---------------------------------------------------------------------<br>
> >>> <br>
> >> ---<br>
> >> <br>
> >>> *From:* "Frisby, Adam"
<adam@deepthink.com.au><br>
> >>> *To:* "opensim-dev@lists.berlios.de"
<opensim-dev@lists.berlios.de><br>
> >>> *Sent:* Sunday, February 22, 2009 8:16:45 PM<br>
> >>> *Subject:* Re: [Opensim-dev] MXPClient?<br>
> >>><br>
> >>> I'm open to ideas on other clients we could implement too
btw.<br>
> >>><br>
> >>> Anything that has a well described protocol is up for grabs.<br>
> >>><br>
> >>> Adam<br>
> >>><br>
> >>> <br>
> >>>> -----Original Message-----<br>
> >>>> From: opensim-dev-bounces@lists.berlios.de<br>
> >>>> <br>
> >>> <mailto:opensim-dev-bounces@lists.berlios.de>
[mailto:opensim-dev-<br>
> >>> <br>
> >>>> bounces@lists.berlios.de
<mailto:bounces@lists.berlios.de>] On<br>
> >>>> <br>
> >>> Behalf Of Diva Canto<br>
> >>> <br>
> >>>> Sent: Sunday, 22 February 2009 7:55 PM<br>
> >>>> To: opensim-dev@lists.berlios.de <mailto:opensim-<br>
> >>>> <br>
> >> dev@lists.berlios.de><br>
> >> <br>
> >>>> Subject: Re: [Opensim-dev] MXPClient?<br>
> >>>><br>
> >>>> Frisby, Adam wrote:<br>
> >>>> <br>
> >>>>> Melanie can probably elucidate a little as to why
it's good for<br>
> >>>>> <br>
> >> us to<br>
> >> <br>
> >>>> have a couple of IClientAPI's in core - namely that it
helps<br>
> >>>> <br>
> >> prevent<br>
> >> <br>
> >>>> monoculture in naming schemas and flow.<br>
> >>>> <br>
> >>>> +100 just for this.<br>
> >>>><br>
> >>>> _______________________________________________<br>
> >>>> Opensim-dev mailing list<br>
> >>>> Opensim-dev@lists.berlios.de
<mailto:Opensim-dev@lists.berlios.de><br>
> >>>> https://lists.berlios.de/mailman/listinfo/opensim-dev<br>
> >>>> <br>
> >>> _______________________________________________<br>
> >>> Opensim-dev mailing list<br>
> >>> Opensim-dev@lists.berlios.de
<mailto:Opensim-dev@lists.berlios.de><br>
> >>> https://lists.berlios.de/mailman/listinfo/opensim-dev<br>
> >>>
---------------------------------------------------------------------<br>
> >>> <br>
> >> ---<br>
> >> <br>
> >>> _______________________________________________<br>
> >>> Opensim-dev mailing list<br>
> >>> Opensim-dev@lists.berlios.de<br>
> >>> https://lists.berlios.de/mailman/listinfo/opensim-dev<br>
> >>><br>
> >>> <br>
> >> _______________________________________________<br>
> >> Opensim-dev mailing list<br>
> >> Opensim-dev@lists.berlios.de<br>
> >> https://lists.berlios.de/mailman/listinfo/opensim-dev<br>
> >> <br>
> > _______________________________________________<br>
> > Opensim-dev mailing list<br>
> > Opensim-dev@lists.berlios.de<br>
> > https://lists.berlios.de/mailman/listinfo/opensim-dev<br>
> > <br>
> <br>
> _______________________________________________<br>
> Opensim-dev mailing list<br>
> Opensim-dev@lists.berlios.de<br>
> https://lists.berlios.de/mailman/listinfo/opensim-dev<o:p></o:p></span></p>
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