I suggest we talk more about complementary and parallell scenarios and 
strategies, and less about either/or - this is a platform, and various 
implemetations will prioritize differently.

Best regards,
Stefan Andersson
Tribal Media AB



 
> Date: Wed, 18 Feb 2009 20:02:38 +0100
> From: dirk.kra...@pixelpark.com
> To: opensim-dev@lists.berlios.de
> Subject: Re: [Opensim-dev] oddities with asset storage
> 
> There could be business modell attached to it.
> Lets say you sell only the 'right to use it for a given time' to the user, 
> then you would have only one set of assets with multiple inventory pointers 
> from your 2000 customers. Once you delete/disable it, no one can use it 
> anymore. Once you update it, all 2000 have a newer version of it. The other 
> model would be the 'I buy it so I get a real copy of it'. The asset will be 
> copied (in my scenario to my local inventory domain, so I 'really' own it). 
> If you delete yours, mine is still there. If you update it, I need to obtain 
> a newer copy. There could even be a concept that something is there only once 
> (maybe art); you create it, give it a away (for a good price) and you don't 
> have it anymore. The asset vanishes from your inventory domain.
> 
> Regarding the SL compatibility - maybe it doesn't need to be broken. IIRC 
> isn't there this CAPS mechanism that already proxies assets? Couldn't there 
> be some kind of intelligence behind it that collects and distributes assets 
> from the different domains?
> 
> -----Ursprüngliche Nachricht-----
> Von: opensim-dev-boun...@lists.berlios.de 
> [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie
> Gesendet: Mittwoch, 18. Februar 2009 19:57
> An: opensim-dev@lists.berlios.de
> Betreff: Re: [Opensim-dev] oddities with asset storage
> 
> Making a copy is the greater evil. With implicitly shared assets, 
> only content creators create assets. With asset copying, each 
> sale/give creates assets.
> Take SL:
> 
> I make a clothing item. I have to make 18 uploads (creating 18 
> assets) to finally use 2 of the uploaded textures. I have also 
> created 36 wearable assets through this.
> 
> Then i put that item for sale. 2000 users buy it.
> 
> With implicitly shared assets, assets consumed: 18 texture, 36 wearable.
> 
> With asset copying, assets consumed: 4001 texture, 4003 wearable
> 
> See, the point of diminishing returns for copying is very close.
> 
> Melanie
> 
> 
> John Ward wrote:
> > Justin Clark-Casey wrote:
> >> The problem is that you may have given that item to somebody else.
> >> Giving an item does not make an asset copy, it just makes an
> >> inventory item copy (both inventory items still point towards the
> >> same asset).
> >> 
> >> So you may delete your item, but we don't know if the asset
> >> referenced by that item lives on in someone else's inventory (or in
> >> an object inventory). So we can't delete the underlying asset.
> > 
> > Why not make an asset copy when one makes an inventory copy? Then 
> > delete the asset when deleted from inventory. Is each user having their 
> > own copy of many things a bigger problem? I guess this doesn't address 
> > one having out of ban knowledge of an assets UUID and expecting it to be 
> > there. Also, I accept that I may be missing some fundamental knowledge 
> > of how things work. Please be gentle :-)
> > 
> > John.
> > _______________________________________________
> > Opensim-dev mailing list
> > Opensim-dev@lists.berlios.de
> > https://lists.berlios.de/mailman/listinfo/opensim-dev
> > 
> > 
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