Paul Fishwick kirjoitti: > It has been a while since I tried out modrex, but I had related questions: >
I haven't had a chance to try it at all, spending all the possible time with viewer issues.. > 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? > Working doing what? The NG viewer is still in very early stages, only interesting for people who want to develop it -- e.g. help with the framework or write own client side components like said in the earlier post. I don't expect it necessarily being really usable for anything with the 0.1 release either, but at least allow logging into a world and seeing *something* (though not perhaps everything), perhaps something comparable to where Openviewer and Idealist viewer are now. One reason why I think such a release still makes sense is that it'll put the cross platformess (like the mac build..) and the framework in general to test (e.g. that it works well with all the gfx hardwares etc., which usually is not a prob with Ogre but better to test earlier than later anyway). Modrex is the server side. So is the answer to your question that viewer is the client, modrex is for the server, both being components for the Rex NG? > 2. Is Rex-NG a viewer for the OpenSim trunk? (and, as such, does it use > opensim > database, networking, and authentication?) > Like said, Modrex is the NG server component. Also, the initial basic idea with starting the viewer work now was to not change the server or protocol first, so basically we are first making it work with the existing Realxtend architecture. I think the guys are mostly running it against rexserver 0.4 now. Earlier I ran it against Opensim trunk too, 'cause rexauth etc. are/were not implemented yet anyway. I think rexauth will be implemented soon, but perhaps we keep Opensim auth in too (it's quite convenient often), dunno what the guys who wrote those parts have thought. What exactly to do with the authentication in the future is a bit open question still, as I guess you know we've looked at OpenID an OAuth for it, http://wiki.realxtend.org/index.php/Identity_and_Authentication:_OpenID .. and that was discussed a lot on opensim-dev recently. In the long run, the Rex viewer is not made for any specific server implementation, or even protocol. The idea is to have a nicely modular framework where e.g. changing the protocol wouldn't be impossible. In this way the viewer is similar to Openviewer and Idealist, where e.g. adding MXP support has been straightforward (well with the initially less modular Idealist it meant Tommi L. needed to refactor it first to have IProtocol, but now it does :) > -p > ~Toni > 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 >>> >>> >>> >>> > >>> >>> >> >> >> > > > --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
