This is a very interesting question in general. Basically, the need is
there, content creators will at times want to make sure that the users
experience the in a specific way without assets downloading on the
fly. Caching is one way, but certain types of applications (like
online games, for example), could be installed in specific places on
the hard disk like they are now. This would free the content creators
to create gigabytes worth of content that would be downloaded only
once (or more if the user chooses to uninstall, but it would always be
the user's choice). The same functionality could of course be user
controlled. Being able to choose some of your favorite sites that
would be stored in a permanent cache might help make the 3D Web
surfing a bit more comfortable.

2008/12/3 Peter_Quirk <[email protected]>:
>
> Perhaps a better way to handle this is to address the core issue which
> is caching. Rather than designating textures which are preloaded and
> guaranteed to be present, devise a mechanism for tagging them as
> precached. The viewer installation procedure could load the cache with
> these textures. By correctly addressing the caching design now, you
> can avoid problems with Netbooks and other small disk devices that
> might otherwise be perfectly suitable for virtual worlds at some time.
> With a bit of thought it can also solve the problem of reloading an
> object that was corrupted by the user (e.g. user edits an animation an
> messes it up).
>
> At the same time, implement namespaces for textures, meshes and
> animations so that we can handle collisions between named objects. We
> can't have a market for smart objects (mesh + mesh animation +
> materials + material scripts + python scripts) if you can't guarantee
> that the names won't collide with somethis else.
>
>
> On Dec 3, 3:44 am, Lc <[email protected]> wrote:
>> 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- Hide quoted text -
>>
>> - Show quoted text -
> >
>

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