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 >> > >> > >> > > >> > >> >> >> > > > > --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
