Quid of the update ?

Wich server will be in charge of downloading the assets and check the "item"
release ?


On Wed, Dec 3, 2008 at 9:30 AM, Jani Pirkola <[EMAIL PROTECTED]> wrote:

> I agree, it makes the user experience better if the designer has freedom to
> decide which assets need to be downloaded prior entering a world.
>
> I have been also thinking that we could have a common assets that are
> predistributed to everyone, say a 1G of generic textures and objects. That
> way a world designer can trust that his or her world loads quickly when
> using those common assets.
>
> Jani
>
> 2008/12/3 Paul Fishwick <[EMAIL PROTECTED]>
>
>
>> I have been thinking of this as well. It would be ideal to have a way
>> to have two types of
>> assets:
>>
>>  (1) Public assets -- downloaded in real-time when the client viewer
>> launches
>>      (this is the default), and
>>  (2) Private assets -- must be pre-downloaded prior to client launch.
>> They are shared
>>      by virtue of individual downloads (like most games).
>>
>> Perhaps the type of asset could be specified by a land parcel setting?
>> A land parcel
>> set to "private" would not download any assets at viewer launch.
>> Instead, it is expected
>> that anyone wanting to "play" on that parcel has preloaded the
>> necessary assets. Perhaps
>> there would be a more efficient way to do this? I am cc'ing the
>> opensim users list since
>> this is relevant, more generally, to how assets are handled.
>>
>> This duality would give maximum flexibiility to land owners as to how
>> they want to
>> design their spaces.
>>
>>
>> On Tue, Dec 2, 2008 at 4:54 PM, Heikki Törmälä
>> <[EMAIL PROTECTED]> wrote:
>> >
>> >
>> >> I couldn't help but post that I am completely in awe of your efforts
>> >> with RealXtend. I had not expected it to progress the way it has when
>> >> I first started to explore it several months ago.
>> >>
>> >> I have a question regarding one of the new features:
>> >> "- Asset and avatar asset preloading triggerable from server" - Does
>> >> this mean that the content will load into the client before the user
>> >> arrives in the world? Also, are you thinking about or is it at all
>> >> feasible to create the option to offer the in-world content (most
>> >> importantly image assets, other things are usually small anyway)
>> >> included in the world's viewer download?
>> > Not as such. It is mostly meant for loading assets that may not be
>> > immediately needed right after entering a world, but which are still
>> > important in some way, or generally to provide a way to load an asset to
>> > the client before it is needed in the world.
>> >
>> > For example in our Beneath The Waves demo world it is possibly to
>> > transform into a fish, iirc the assets needed by the fishes are
>> preloaded
>> > so the transition is smoother.
>> >
>> > It is also mostly usable for loading some assets while the client is
>> still
>> > loading the world but this doesn't seem to be 100% reliable at the
>> moment.
>> >
>> > We are definitely thinking about a way to include some assets with the
>> > viewer without the need to download them from the server, or possibility
>> > to offer the assets of a world as a separate download from the web that
>> > the user can download before entering a world for example. This is not
>> > possible at the moment.
>> >
>> >> Cheers! Keep up the good work.
>> > Thanks!
>> >
>> >
>> >
>> > - Heikki / RealXtend developer
>> >
>> >
>> > >
>> >
>>
>>
>>
>
> >
>

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