Even if the SL-specific assumptions you mention are lifted in MXP, you still
have what I called an "SL-type virtual world". You can call it something
else if you want (I guess the name bothers you). But my point is that, for
MXP to support the non-Second Life like aspects I mentioned (here and in the
MXP mailing list), it would need many changes or an entirely different
approach.

In other words, what you call "moving beyond the SL assumptions", I see as
still being an SL-type world (just a better version of it). But again,
that's just terminology, the actual details are what matter.

- kripken


On Mon, Oct 26, 2009 at 11:44 PM, arkowitz <[email protected]> wrote:

>
> "Second-Life-like"?  NOOOOOO!!!!!!!  If you want a "Second-Life-Like"
> virtual world, go with OpenSim... the architecture I contributed to
> MXP is not intended to replicate the Second Life set of assumptions.
> And I think if MXP is producing a Second Life experience, it is
> because it is being used in a certain way.
>
> Can it be that I architected something specifically to move beyond the
> Second Life assumptions (square regions tied to specific hardware,
> avatars as special objects, scripting only in the server, and on and
> on) and then have it come full circle and be described as producing a
> "Second-Life-like" experience?  There is a major disconnect here.
>
> Arkowitz
>
>
> On Oct 26, 9:07 am, Kripken <[email protected]> wrote:
> > On Mon, Oct 26, 2009 at 2:40 PM, arkowitz <[email protected]> wrote:
> >
> > > Kripken - just what do you mean by "for what it does"?
> >
> > MXP is a nice, clean, from-scratch protocol for a *Second Life*-like
> virtual
> > world.
> >
> > However, some people want other things. For example, if you want a more
> > fast-paced virtual world (that allows action games like Quake etc.), or
> at
> > the other extreme if you want a very slow-paced virtual world (only
> > semi-realtime, and maybe with limited places you can walk to - limited
> and
> > scripted), then you would need and prefer a different protocol than MXP.
> >
> > Btw, I have discussed this stuff with the MXP devs, in their mailing list
> > and on IRC, there might be logs somewhere (the mailing list, for sure).
> >
> > - kripken
> >
>

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