I agree, it makes the user experience better if the designer has freedom to decide which assets need to be downloaded prior entering a world. <br><br>I have been also thinking that we could have a common assets that are predistributed to everyone, say a 1G of generic textures and objects. That way a world designer can trust that his or her world loads quickly when using those common assets.<br>
<br>Jani<br><br><div class="gmail_quote">2008/12/3 Paul Fishwick <span dir="ltr"><<a href="mailto:metaphorz@gmail.com">metaphorz@gmail.com</a>></span><br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>
I have been thinking of this as well. It would be ideal to have a way<br>
to have two types of<br>
assets:<br>
<br>
(1) Public assets -- downloaded in real-time when the client viewer launches<br>
(this is the default), and<br>
(2) Private assets -- must be pre-downloaded prior to client launch.<br>
They are shared<br>
by virtue of individual downloads (like most games).<br>
<br>
Perhaps the type of asset could be specified by a land parcel setting?<br>
A land parcel<br>
set to "private" would not download any assets at viewer launch.<br>
Instead, it is expected<br>
that anyone wanting to "play" on that parcel has preloaded the<br>
necessary assets. Perhaps<br>
there would be a more efficient way to do this? I am cc'ing the<br>
opensim users list since<br>
this is relevant, more generally, to how assets are handled.<br>
<br>
This duality would give maximum flexibiility to land owners as to how<br>
they want to<br>
design their spaces.<br>
<br>
<br>
On Tue, Dec 2, 2008 at 4:54 PM, Heikki Törmälä<br>
<<a href="mailto:heikki.tormala@ludocraft.com">heikki.tormala@ludocraft.com</a>> wrote:<br>
><br>
><br>
>> I couldn't help but post that I am completely in awe of your efforts<br>
>> with RealXtend. I had not expected it to progress the way it has when<br>
>> I first started to explore it several months ago.<br>
>><br>
>> I have a question regarding one of the new features:<br>
>> "- Asset and avatar asset preloading triggerable from server" - Does<br>
>> this mean that the content will load into the client before the user<br>
>> arrives in the world? Also, are you thinking about or is it at all<br>
>> feasible to create the option to offer the in-world content (most<br>
>> importantly image assets, other things are usually small anyway)<br>
>> included in the world's viewer download?<br>
> Not as such. It is mostly meant for loading assets that may not be<br>
> immediately needed right after entering a world, but which are still<br>
> important in some way, or generally to provide a way to load an asset to<br>
> the client before it is needed in the world.<br>
><br>
> For example in our Beneath The Waves demo world it is possibly to<br>
> transform into a fish, iirc the assets needed by the fishes are preloaded<br>
> so the transition is smoother.<br>
><br>
> It is also mostly usable for loading some assets while the client is still<br>
> loading the world but this doesn't seem to be 100% reliable at the moment.<br>
><br>
> We are definitely thinking about a way to include some assets with the<br>
> viewer without the need to download them from the server, or possibility<br>
> to offer the assets of a world as a separate download from the web that<br>
> the user can download before entering a world for example. This is not<br>
> possible at the moment.<br>
><br>
>> Cheers! Keep up the good work.<br>
> Thanks!<br>
><br>
><br>
><br>
> - Heikki / RealXtend developer<br>
><br>
><br>
> ><br>
><br>
<br>
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</blockquote></div><br>