Toni
It has been a while since I tried out modrex, but I had related questions:
1. Is it advisable for us to start working with Rex-NG using the SVN
provided, or
to work with Modrex, given your estimated mid-summer 0.1 release?
Rephrased,
what are the essential differences between Rex-NG and Modrex?
2. Is Rex-NG a viewer for the OpenSim trunk? (and, as such, does it use
opensim
database, networking, and authentication?)
thanks
-p
Toni Alatalo wrote:
> Mark Malewski kirjoitti:
>
>> but realistically... about how long do you think before 0.1 is
>> released? Are you estimating about maybe July? August? Early fall?
>>
>
> I don't know if it's my place to announce this really, as am not one
> doing communications nor don't know if it's been officially set, but
> we've been talking of targeting 0.1 to late June.
>
> I'm taking the freedom to mention this in public 'cause am thinking that
> getting a stablish 0.1 release then would mean getting to alpha in late
> May or so, and beta in early June, so alpha is kind of within sight already.
>
>
>> In your personal opinion, are we ahead of schedule, behind schedule,
>> and do we need more developers? What are your thoughts?
>>
>
> I think it's basically progressing ok. Featurewise I think we'll pretty
> much make it.
>
> One thing I'd like to point out is that the /ways/ that these features
> are made now, and how they will probably make it to 0.1, are not all in
> the final intended way. So please understand that some are there in a
> work-in-progress / to be improved manner. Some parts AFAIK are pretty
> solid, like the network packet handling / the sludp implementation, but
> for example the internal event systems is at least now pretty primitive
> still. Not to mention the Python module, which is now worked on to allow
> making components to the client in py too (we're experimenting with
> doing IM like that using py written stuff for telepathy etc) - current
> version is a terrible hack, and don't know yet how sensibly it will make
> it to 0.1 (it's also related to the event system, which may become a
> central way to tie those components too).
>
> That may also be an area where people could help, e.g. making
> experiements with possible enchancements to how things are in the
> framework, if there are some experts who could really dig into it.
>
> An easier way to participate I think would be for anyone to start
> looking into implementing their own modules, if you/they have some own
> needs that are not on our roadmap.
>
> Another thing is compiling on different platforms - no one has done it
> on macosx yet (our small company Playsign is the only Realxtend partner
> where we use macs too, but are pretty busy with other things so don't
> when would have time for that .. latest in June I guess if no one else
> has done it before, but there would be many other ways to use that time
> on actually developing the viewer too).
>
> One thing to note about RexNG is that we are somewhat targetting small
> devices too, but AFAIK no one here has actually tried running it on a
> mobile phone or pocketpc or something like that yet. So if someone else
> is interested in / working on such things (small Linux devices? iPhone?
> Android? Symbian? .. OLPC?) it might be interesting trying to build for
> and run on those already now. I didn't check earlier, but googled a bit
> now and it seems that a patch to add a OpenGL ES renderer to Ogre was
> made and accepted last autumn, so perhaps that could work out? *OpenGL
> ES render system implementation
> http://sourceforge.net/tracker/?func=detail&atid=302997&aid=2053570&group_id=2997*
>
> .. a recent forum thread about that is at
> http://www.ogre3d.org/forums/viewtopic.php?f=5&t=47788 .. with talk
> about Android and Pandora etc.
>
>
>> Will ReX-NG have Skype support? Will ReX-NG support spatial sound?
>>
>
> It strives at being a component system for which anyone can make addons.
> But we'll make defaults for such basic functionalities of course. For
> communications we'll be in the xmpp and, and we'll use the Telepathy
> libs for that. I don't know if they have Skype support too, but if not,
> it should be possible (at some point at least) to plug in another comms
> implementation. I think spatial sound is in the roadmap for a bit later
> too (i don't remember if it was bumped to 0.2 or something in the 0.1
> planning).
>
>
>> Mark
>>
>
> sorry for the bit fuzzy post, should be going to sleep now, but
> hopefully got some good info cross -- thanks for asking :)
> ~Toni
>
>
>> On Sun, Apr 19, 2009 at 1:56 PM, Toni Alatalo <[email protected]
>> <mailto:[email protected]>> wrote:
>>
>>
>> Mark Malewski kirjoitti:
>> > Does anyone know the status of ReX-NG? Is it currently under
>> > development, or are we still in the early planning stages?
>>
>> The implementation started in early March, and the very basics are
>> there: it runs, loads modules, including a networking module that can
>> connect to a server and talk sludp, and an ogre renderer, tied
>> together
>> with the 'rexlogic' module etc. It gets terrain and prim data and
>> renders at least terrain somewhat, and we are pretty much working
>> on it
>> full time with almost all of the Rex team.
>>
>> http://dev.realxtend.org/gf/project/viewer/ is the forge with
>> commit log
>> and access to svn, where there are compile instructions too.
>>
>>
>> http://wiki.realxtend.org/index.php/NG_Design_Document/Implementation_Plan
>> is how planned the work in early March so you can get an idea of what
>> sort of things are targeted for 0.1 now.
>>
>> So still early, but exists, functions somewhat, and is progressing.
>>
>> > Mark
>>
>> ~Toni
>>
>>
>>
>> >
>>
>
>
> >
>
--
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer & Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: [email protected]
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick
--~--~---------~--~----~------------~-------~--~----~
http://groups.google.com/group/realxtend
http://www.realxtend.org
-~----------~----~----~----~------~----~------~--~---