Date: Thu, 29 Jan 2009 08:31:48 +0100
From: drscofi...@xyzzyxyzzy.net
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] proposal: cleanup and break up region modules
Tleiades wrote:
I'd be much more of a fan of having each module a seperate dll. Files
are cheap too. :)
Tleiades Lauridsen wrote:
Date: Thu, 29 Jan 2009 08:31:48 +0100
From: drscofi...@xyzzyxyzzy.net
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] proposal: cleanup and break up region modules
Tleiades wrote:
I'd be much more of a fan of having each module a seperate dll.
I think that some confusion stems from the fact that it's a difference between
referencing the assembly, and dynamically instancing classes out of it.
If you reference classes directly, as in
mything = new Thing();
where thing could be a module, albeit _referenced_, not _loaded_
is a
MW wrote:
Putting aside the optimisations for now, as I think that is a different
question. As if we are going to have a dynamic module system then those
issues come with it.
While I think having every module in a separate dll/project is too much. As
Stefan said I think we have just
My experience with RESTComms, and having looked at the other modules in
there, is that most of those aren't really modules as in optional
components, but as the reference implementation of a required
interface that can be replaced with another implementation. For that
reason they can be seen
Sean Dague wrote:
MW wrote:
Putting aside the optimisations for now, as I think that is a different
question. As if we are going to have a dynamic module system then those
issues come with it.
While I think having every module in a separate dll/project is too much. As
Stefan said I think
Justin Clark-Casey wrote:
Sean Dague wrote:
MW wrote:
Putting aside the optimisations for now, as I think that is a different
question. As if we are going to have a dynamic module system then those
issues come with it.
While I think having every module in a separate dll/project is too
Sean Dague wrote:
[...]
That being said, this isn't an all or nothing approach. I'd say step
one, lets get the modules into a seperate dll (like diva suggested).
Then we can experiment with some level break up and see if it does cause
the end of the world. :) If so, we can quickly go back.
Sean Dague wrote:
Justin Clark-Casey wrote:
Sean Dague wrote:
MW wrote:
Putting aside the optimisations for now, as I think that is a different
question. As if we are going to have a dynamic module system then those
issues come with it.
While I think having every module in a separate
On 2009-01-25 16:13:35 -0500, m...@tola.me.uk wrote:
As for OpenSim, I'm still exploring (though I'm running out of time). The
Orcas
island example that Nebadon posted a link to is quite neat (or at least the
improved version linked to from the blog post) and the Berkeley simulation
from
Mike Mazur wrote:
Hi,
In Cable Beach all asset information is split over two datatypes:
- the Metadata class[1]
- a byte array containing the actual asset data
In OpenSim we have the AssetBase class[2] which contains asset metadata
and data together. I'd like to modify the AssetBase
On 2009-01-27 09:36:04 -0500, jjusti...@googlemail.com wrote:
Does anyone have any figures for how much it costs to host OpenSim
regions in terms of hardware etc.? I remember the story about a Second
Life sim alledgedly using more power than a typical Brazilian! What are
the typical
On this topic, I am involved with a company that is doing exactly that
-- using virtual worlds (OpenSim in particular) to model urban planning
projects.
The terraingen tool is part of that, but we're focusing on the dynamics
of urban areas, traffic mostly. You can see the beginnings of that in
FWIW...
There are two plazas on ScienceSim that use terrain built from GIS
data (Yellowstone National Park and Mt St Helens volcano... should be
one more 4x4 plaza coming soon). Feel free to come by and take a look
(hypergrid info for sciencesim is on the opensim wiki).
If there is interest, I
Dear Mic:
I have heard from many folks that realistic terrain is an objective for a
number of projects to represent real-life regions in a simulation, so I would
vote +1 for any class, written details, tutorial, demo *or* whatever might get
this knowledge spread around the Metaverse a bit.
Justin Clark-Casey wrote:
Mike Mazur wrote:
Hi,
In Cable Beach all asset information is split over two datatypes:
- the Metadata class[1]
- a byte array containing the actual asset data
In OpenSim we have the AssetBase class[2] which contains asset metadata
and data together. I'd like to
I recently used this tutorial to import some USGS terrain into a few of my
OSGrid regions: http://www.virtualwhite.com/?p=100
The process worked fairly well but I had some difficulty making a usable
region as the scale I used was probably too small and the terrain was too
coarse, but it does
Wow Christa amazingly cool idea! We have implemented HG on
www.reactiongrid.com to great success are thrilled you are doing even
more!
-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Cristina Videira
Lopes
Sent:
just for the record:
http://xyzzyxyzzy.net/2009/01/07/addressing-places-in-virtual-worldsor-why-slurls-are-bad/
-Ursprüngliche Nachricht-
Von: opensim-dev-boun...@lists.berlios.de im Auftrag von Cristina Videira Lopes
Gesendet: Do 29.01.2009 20:05
An: opensim-dev@lists.berlios.de
Hi,
Thanks for the feedback...
On Thu, 29 Jan 2009 15:15:38 +
Justin Clark-Casey jjusti...@googlemail.com wrote:
Mike Mazur wrote:
So instead of having:
AssetBase ab = new AssetBase();
ab.Name = some name;
ab.Description = some description;
I would write:
Would it be possible to standardize a port or address for discovery of a
grid's connection data. The point being to remove having to include the
port number in the link. The discovery address would not be for
connection, but would respond with a standard answer giving details
about what
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