[Opensim-users] Question out of curiosity Re:Prim Data Formats

LaeMing laeming at exemail.com.au
Wed Dec 23 00:50:16 UTC 2009


Having just gone through all that (and keeping in mind I am much more a 
content creator than a programmer, though I have done some simple C, Java and 
SmallTalk in my time). I must say: WOW - good things looking ahead!

Again, thanx for the links.

Lae.

On Wednesday December 23 2009 10:41:03 Toni Alatalo wrote:
> LaeMing kirjoitti:
> > I am curious about the format of prim attribute data, particularly
> > whether it is fixed length, or if there is potential to expand the types
> > of prims and/or attributes for existing prims. Obviously this would
> > require expanding the
> 
> The data as it is in the sludp protocol is declared in the message
> template,
> http://secondlife.com/app/message_template/master_message_template.msg
> (that is not viewer source, i think used in the server as well, reading
> that is not in violation of the opensim contributors agreement).
> 
> Search for "ObjectUpdate - Sent by objects from the simulator to the
> viewer" there to see the data.
> 
> It is pretty hardcoded for the SL features and not really extensible, at
> the protocol level - in the server code you can do things.
> 
> > mesher server-side and the renderer (and edit tools) client-side, but I
> > am more interested here in whether the database entries themselves can be
> > expanded this way without breaking the defined storage/transmission
> > formats.
> 
> At least you can have additional storage where store your own
> information about objects, I think many modules that people have written
> for their applications do that. I guess that's done both by just having
> separate data that is somehow connected to the prims, and also by
> subclassing/extending it to have more (like Diva mentioned recently here
> that their stuff subclasses SceneObjectPart, right?)
> 
> In the realXtend project we've extended the data model in opensim to
> have data like meshes and materials, that is implemented in a module
> where the data is in a object properties class - see
> http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=browse&path
> =%2Ftrunk%2FModularRex%2FRexFramework%2FRexObjectProperties.cs&view=markup
> 
> I actually haven't touched the server much 'cause have been so busy with
> the new viewer, so was just reading a bit there now. Adam Frisby and
> Mikko Pallari know all about that example, and the code seemed to
> explain itself pretty nicely as well.
> 
> In the networking we've so far used the GenericMessage packet that SLUDP
> provides for arbitrary data.
> 
> You should also note that Adam is just about to start a major
> refactoring in opensim to change exactly this area: how scene objects
> are in the code, and how data to them is attached. The goal of the new
> model is exactly to allow apps to add any kind of custom data to scene.
> https://lists.berlios.de/pipermail/opensim-dev/2009-December/008095.html
> is his post about it, and the plan was attached there, "Components and
> SceneObject.pdf"
> https://lists.berlios.de/pipermail/opensim-dev/attachments/20091211/6e190ca
> 7/attachment-0001.pdf
> 
> Cheers,
> 
> > Lae
> 
> ~Toni
> 
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