Has anyone written a decent X3D adapter in C# ? Adam
From: [email protected] [mailto:[email protected]] On Behalf Of Stefan Andersson Sent: Monday, 23 February 2009 1:18 AM To: [email protected] Subject: Re: [Opensim-dev] MXPClient? Not that I would champion it, but X3D should be mentioned, I guess. Best regards, Stefan Andersson Tribal Media AB > Date: Mon, 23 Feb 2009 09:36:33 +0200 > From: [email protected] > To: [email protected] > Subject: Re: [Opensim-dev] MXPClient? > > Frisby, Adam kirjoitti: > > 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. > > > > oops sorry for the wrong recall - yes that might be interesting indeed, > also with the p2p aspects. > > > I'm still open to other options if people can think of them. > > > > after the previous post (and having fun thinking of game clients like > quake), was back to thinking about Verse. it might be actually even > useful for integrating with 3d apps, but at least interesting 'cause > provides for live editing of meshes etc. > > the model is quite fitting i find: the client connects to a server, > which tells what objects there are, and the client can then subscribe to > the objects it wants (all, or just one or some) and the type of events > that it is interested in (object moves, vertex moves, ..) > > J. Hurliman implemented / experimented with preliminary Verse support > some weeks ago, by writing VerseSharp (the ref impl is c, verse.net by > Nathan Letwory is unfinished - there is also one c++ impl by iirc > Fraunhöfer), to Cable Beach. support in OpenSim (for having live scenes) > would complement that. > > On the client side there are Eskil's own tools, incuding a modeller and > a renderer (viewer like thing), Blender and a somewhat functional 3dmax > plugin. And a gimp plugin for editing images. > > Reportedly the spec is not perfect (also changes have been proposed to > the protocol) but it works, John Hurliman manages to implement it, and > hopefully can put his impl out somewhere soon enough. > > > Adam > > > > ~Toni > > >> -----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 > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev
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