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
> >>>
> >>>
> >>>
> >>>     >
> >>>
> >>>
> >>
> >>
> >>
> >
> >
> >
>
>
>  >
>

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