Bill and MasterJ, As far as I understand the work this is just a websocket server in python. So essentially you don't need to install anything (once we ship this), but enable one python plugin to load during server startup (we might implement the websocket server as a C++ module as well if perf becomes an issue, but I believe its running fine now in py). This small py plugin will enable/receive websocket connections from web pages, they can then communicate what the scene has, essentially doing our entity-component sync to the web client (in json i believe now as its lighter). The client will then download the collada mesh files and texture etc. or whatever the scene has and show the content in the positions the server told it they should be.
There is no special hacks here, just a plugin/module to the normal C++ Tundra server to enable web clients, which is very nice :) The number of entity components the web client (pure javascript I think) can understand is limited, but we can grow the capabilities over time. For the web page side of things, well you can read the source code from the demo. Basically you include a bunch of JS, set the server host and port, make a HTML5 canvas and connect. Toni: Very nice work, demo works well and with good fps. I wonder it we throw native client avatars and start to move them around how fluid is the sync to web client (I gues we first need collada avatar files)? For free fly make mouse drag a bit faster and track Y axis too and it will be even nicer :) Best regards, Jonne Nauha Adminotech developer On Tue, Aug 9, 2011 at 9:29 PM, MasterJ <[email protected]> wrote: > Hello hello, > > Like always i love to be beta-tester if i can name me like that ;). > > So for me just reading this give me energy and make me smile. (geek > addict? hmmm i prefer to say : world-online (all platform, second > life, open sim, realxtend, novoking, etc, etc) addict). > i agrre for have documentation about this project. > > Greetings, > > MasterJ > > On 9 août, 15:35, Toni Alatalo <[email protected]> wrote: > > Hi, > > > > as mentioned before, we've been working on a browser based (WebGL + > WebSockets) realXtend client -- WebNaali. Rauli started it a year ago and > got the basics working by the end of the year, and during the past months he > has upgraded & improved it. > > > > There's finally a demo/test on-line: > http://www.realxtend.org/webnaali/toylobby/scenetest.html. > > > > That's not the actual client code, just a test to load a scene with some > free camera controls: arrows rotate & move the cam, pageup & down move cam > up/down and rightclick-mouse works to rotate the cam too, similar to the > native naali/tundra client. The scene is the same TOY lobby as on the public > demo server, just with an older version of the tree. > > > > The graphics engine used is the same as in the actual client, so the > scene runs the same as in WebNaali. We are using the GLGE engine, same as > Sirikata's KataJS, and it seems to suite this well as has a similar > featureset to Ogre .. there's terrain, sky, fog etc. too but we are not > using those yet. > > > > Besides showing a scene, basic EC sync and entity actions work, and using > those moving objects and the Tundra avatar and chat applications work: when > WebNaali connects to a Tundra server with the AV app running, it gets an AV > identically with the native clients, and moving it works so that others see > it .. and the other AVs are shown to the web client. Also chat works, with a > very basic UIs. There is no demo of that yet on-line, that's coming next. If > someone is curious, we can document more how to do it on your own server > already. > > > > ~Toni > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org
