ActiveWorlds: No protocol documentation, and the company running it is likely to get snippy and involve lawyers (of course if they say otherwise, I'd be happy to look into adding compatibility).
There.com: Ditto, no protocol documentation. Forterra: No protocol docs, described us as "Communists" at a UK Serious Games Conf panel. Probably not a great choice. 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. Wonderland: A option if we can get past licensing issues (it's all GPL). If their protocol docs are nicely licensed we could build a library from that for .NET. If they make a concession on their protocol libraries to LGPL, then we could IKVM them. I'm still open to other options if people can think of them. Adam > -----Original Message----- > From: [email protected] [mailto:opensim-dev- > [email protected]] On Behalf Of Toni Alatalo > Sent: Sunday, 22 February 2009 9:08 PM > To: [email protected] > Subject: Re: [Opensim-dev] MXPClient? > > Charles Krinke kirjoitti: > > How is the ModRex module? Is that what we need for the Rex client to > > connect to OpenSim? I dont recall if it is functional or not. > > yep that's what you need, afaik is functional (you can log in, see > meshes etc) but not complete in the sense that not all rexserver feats > have been ported from the trunk yet nor all probs solved (last i heard > Mikko and Adam were working on something related to multiple regions). > > > Are any of the ActiveWorlds, There.com others interesting? Croquet? > > Wonderland? > > I think AW might be fun, haven't looked at that in ages though (back > when it was 2d, heard they changed to 3d at some point). > > Croquet is already being worked on IIRC, Adam said something about some > guys on some Croquet side coding something to help it first before work > progresses from his part or something? > > Was also thinking of Darkstar, which is the tech used for Wonderland > and > some other things - found that there is/was no real protocol spec > ('cause there are the open source implementations anyone is free to use > i guess..), but (to help making actionscript clients i think) a couple > of months ago some specifications were written to the javadoc (by a dev > has written real protocol specs before) - there's on overview at > http://www.projectdarkstar.com/distributions/current/sgs- > server/doc/overview-summary.html > and that recent wire protocol doc was added to > http://www.projectdarkstar.com/distributions/current/sgs- > server/doc/com/sun/sgs/protocol/simple/SimpleSgsProtocol.html > > Just last week I talked with a local games company that had done an MMO > using Darkstar, they were pretty happy with it (just used it out of the > box to make their game). I have no experience from it myself, just took > some look years ago and a little now. > > I was also trying to find if the new Quake or Doom 3/4 protocol > specifications would be somewhere, but didn't find anything resembling > that really, so I guess implementing those would mean reading the > source. Well I found one student work from '98 that had sniffed Quake2 > from the wire, and that has been made for many game protocols to be > able > to write 'pirate' servers (like libsl & opensim was made basically). > However classic game protocols are perhaps not so interesting 'cause > they only synch movement etc. and load the maps from the local HD at > level start. Or I guess we could convert e.g. Wright Plaza (from .oar?) > to a Quake map, put it somehow so that people / quake clients can > download it, then use Quake clients to connect to OpenSim with modquake > installed and run around WP shooting each other :o > > > Charles > > ~Toni > > > --------------------------------------------------------------------- > --- > > *From:* "Frisby, Adam" <[email protected]> > > *To:* "[email protected]" <[email protected]> > > *Sent:* Sunday, February 22, 2009 8:16:45 PM > > *Subject:* Re: [Opensim-dev] MXPClient? > > > > I'm open to ideas on other clients we could implement too btw. > > > > Anything that has a well described protocol is up for grabs. > > > > Adam > > > > > -----Original Message----- > > > From: [email protected] > > <mailto:[email protected]> [mailto:opensim-dev- > > > [email protected] <mailto:[email protected]>] On > > Behalf Of Diva Canto > > > Sent: Sunday, 22 February 2009 7:55 PM > > > To: [email protected] <mailto:opensim- > [email protected]> > > > Subject: Re: [Opensim-dev] MXPClient? > > > > > > Frisby, Adam wrote: > > > > Melanie can probably elucidate a little as to why it's good for > us to > > > have a couple of IClientAPI's in core - namely that it helps > prevent > > > monoculture in naming schemas and flow. > > > > > > > +100 just for this. > > > > > > _______________________________________________ > > > Opensim-dev mailing list > > > [email protected] <mailto:[email protected]> > > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > _______________________________________________ > > Opensim-dev mailing list > > [email protected] <mailto:[email protected]> > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > --------------------------------------------------------------------- > --- > > > > _______________________________________________ > > Opensim-dev mailing list > > [email protected] > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
