Toni has given a good summary of what we are up to. The release dates are of course pretty tentative - and at the moment every day is a release day, because the people most likely to be interested in the NG viewer are programmers, who can download the latest version from the repository anytime they like.
2009/4/20 Toni Alatalo <[email protected]> > > 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 -~----------~----~----~----~------~----~------~--~---
