I think I'm mistakenly giving the impression that they're much more flaky than they actually are (which might not be particularly flaky, more requiring some workarounds). I do suggest trying them out.

It certainly is possible to improve things in this area, it's just difficult to estimate since it requires adaptation/improvements on both client and server side. If I was to hazard a guess I would say a solid month on the server side and the same on the viewer side.

On 19/03/12 09:54, David Burden wrote:
    Thanks for all the feedback.

    Sarge - Looked at Aurora ages ago, might be time for another look (if I can 
get it to work).

    James/Justin- got the impression from this list that Megaregions were still 
very flaky, and also a bit of kludge
    rather than true large regions

    Toni - I'll have a play with region size. Using Mesh terrain might be fine. 
And we've done the @scale piece before,
    worked really well when we put an Apache HUD on and started flying over it 
like a flightsim
    (http://www.daden.co.uk/blog/2012/03/opensim-as-apache-flightsim.html), but 
these use cases needs real avatars.

    Diva - is yours just a Vanilla opensim build with 64+ sims? Any problems 
with building across the boundaries - is it
    urban or rural? Any special tools to generate/manage it? 64 OAR files?

    It's interesting how much of this depends on the viewer, which tends to 
echo some of the other discussion about the
    need for an "opensim" viewer.

    Only reason for mentioning money was that the stock (commercial) developer 
response is that of course it's possible,
    it just depends about how much money you've got, so just wanted to get 
passed that. And I'm with InuYasha about
    spending my lottery win (along with buying the GDW Traveller licence).





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