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
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University of Florida
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