I would vote for the .rxb :-)

2010/11/25 Antti Ilomäki <[email protected]>

> Also on the blog now:
> http://realxtend.blogspot.com/2010/11/name-file-extension.html
>
> 2010/11/25 Toni Alatalo <[email protected]>:
> > Hi,
> >
> > I think we are really close to being able to release a kind of preview
> demo of Tundra, i.e. Naali with the server module & executable. One key is
> that Jukka wrote a nice doc about how to use the document/scene/application
> files and explanation of what they are, and I changed the public doxygen to
> use the version from Tundra branch so the page is up at
> http://www.realxtend.org/doxygen/tundradocumentfiles.html . I think we
> basically just need to write a little more usage docs to at least point to
> where the example scenes are and make an installer.
> >
> > As you can read in the doc, the local server works nicely as a preview /
> editor thing -- it is not only for people who want to host servers, but also
> for e.g. modellers, texture artists and scripters to easily see how their
> things look and work in ReX. The server executable is a normal Naali app,
> shows the scene using Ogre etc (but you can optionally run it without gfx
> for server usage). A bit like the local scene preview in Naali now, but much
> nicer and faster 'cause you don't need a server connection anywhere -- just
> run Naali standalone to view local files. By clicking a file in your file
> manager so it starts Naali showing that scene. Besides these own document
> files in the internal format, you can of course also import dotscene files
> as well, and there's support for not only Ogre meshes but Collada too etc.
> >
> > There is one non-technical issue remaining, and I feel a bit stupid to
> bring it up 'cause is kind of nitpicking, but it is something we should get
> right the first time so is worth some consideration now. It is the file name
> extensions that I was asking about in sprint planning as well. We talked
> about with Antti yesterday but didn't conclude and he suggested posting here
> to get ideas & feedback, so here we go. Because the issue is non-technical
> and I'd like to hear user opinions, decided on last minute to post this to
> users list instead of the -dev list.
> >
> > Currently, like that doc says, we use 'txml' and 'tbin' for so-called
> Tundra files. Previously they were just .xml and .bin but the guys added the
> t* to make them unique for registering to operating system so that opening
> them directly to the right application works. There is a couple of problems
> with these names:
> >
> > 1. That entity-component serialization system is not really Tundra
> specific, is not in the server module and not tied to any protocol. It is
> implemented in Naali core and was originally and will used with Taiga (to
> store Naali EC data on opensim, started in last March or so). I've been
> testing the idea of calling the format the 'realxtend format' instead, and
> it seems to make sense. Matti K. at least agreed in the meeting. The
> counterlogic here goes that Tundra is the name for the design, the
> legacy-free usage of pure EC data for making everything without things
> hardcoded in e.g. LLUDP / SL assumptions. And that Tundra is a strong nice
> sounding name! With this logic if there are some day other implementations
> that support the Tundra way, they also implement the Tundra protocol and the
> support for Tundra files etc. .. e.g. a modtundra to opensim? This might be
> confusing though 'cause otherwise Tundra is the name for the server module
> implementation in Naali. One funny point with the current 'txml' and 'tbin'
> names is that 'cause Taiga also start withs T, we could say they are both
> Tundra and Taiga files :)
> >
> > 2. Erno argued that there are also many other XML (and of course binary)
> files used with Tundra (i.e. Naali), and I think that's a good point. For
> example the module loading configuration files are xml, in
> modules/core/*.xml -- those could be called 'tundra xml files' as well. It
> would be good to say what is in the file in the name, and in one way it is
> the scene. Jukka's doc also says "a scene file". So Erno was thinking .rts
> for RealXtend Tundra Scene could be it, which is logical enough but I don't
> think that sounds too great :o (even though one idea with the generic EC
> model is to allow making Real-Time Strategy games :)
> >
> > I was now thinking of these extensions again, but now with better logic:
> >
> > .rex - RealXtend Entity XML (earlier just thought it's RealExtendXml :p)
> > .rxb - .rex binary (rxb just sounds like 'rex in a tight binary form',
> doesn't it?-)
> >
> > The files are exactly the entities, the whole idea of the formats is to
> store the entities, either a full scene or just some selected entities.
> There is nothing else in the files, not for example assets like Collada .dae
> files can have (dae is 'digital assets exchange'), nor some generic Tundra
> config stuff .. only the entity-components with their attribute values.
> >
> > Opinions? Please anyone tell yours, this is for end users, you don't need
> to be a dev to be a stakeholder .. these are the files you are gonna be
> using to do work with your stuff!
> >
> > For folks familiar with OpenSim files, .txml/.rex files are like the
> files that save-xml2 writes -- have the full scene, with asset references,
> without assets themselves. To make a bundle with assets like OARs are, you
> can simply make a zip with e.g. a folder with the assets. I guess we must
> come up with a name for these zips later too, like OAR is (they are tar
> gzips). If OpenSim gets the generic EC stuff to core some day, then OAR and
> tzip/rexzip files may become the same.
> >
> > ~Toni
> >
> > --
> > http://groups.google.com/group/realxtend
> > http://www.realxtend.org
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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