Re: [Opensim-dev] Network stack [Re: Unreal viewer: summoning the coders]

2018-12-16 Thread Grid Master
I'm just going to throw in my 2 cents, More modules ?? Really?!?!?! Opensimulator already suffers in module hell where even certain "core" features can be turned off by users .. In my personal opinion if you are going to revamp it to get the most out of it, then the "Module Hysteria" needs to g

Re: [Opensim-dev] Network stack [Re: Unreal viewer: summoning the coders]

2018-12-16 Thread Diva Canto
Doing a new network stack suffers from a structural problem: it takes two to tango -- the server and the client. The way our community has been divided between OpenSim development and LL viewer development doesn't encourage these kinds of things, unfortunately. That's why many of the server-sid

Re: [Opensim-dev] Network stack [Re: Unreal viewer: summoning the coders]

2018-12-16 Thread Mister Blue
I have also experimented with protocols. I am currently focusing on gRPC/Protobuf/HTTP2[1] solutions.I built some code around FlatBuffers[2] but I came to the conclusion that the 'control plain' part of VR protocols does not use the no-copy feature of FlatBuffers (big things like meshes and images

Re: [Opensim-dev] Network stack [Re: Unreal viewer: summoning the coders]

2018-12-15 Thread Dahlia Trimble
Hi Diva/all, I'm happy to see some interest in this new viewer project. I have my own viewer projects which I wish to continue focusing on but I'd like to offer to share some notes on some of the approaches I'm using regarding network stacks. First: protocols. I'm using Websockets for scene updat

[Opensim-dev] Network stack [Re: Unreal viewer: summoning the coders]

2018-12-15 Thread Diva Canto
Parts of my wish list can, of course, be done without a new viewer, simply by evolving the current Linden-based viewers. The network stack is an obvious one. If the current viewer developers and more server-side developers want to cooperate on a new network stack that is secure and goes throug