take all that I say with a grain of salt
for the following is just IMHO thinking-aloud time  ;^}

>  * solving the signal bottleneck so that the server may support 50 or more
> users at a time

I totally agree with this issue as #1 priority for VNet
I have some "ideas"
and I need to finish building a test-bot client
[1-n logons generating transformations and chat-text]
and then put in a buncha printlns to gather real data

>  * database(s)

I agree with this as #2
but see below for details
as I think it is about more complexity than 
"shared object states, behaviors, and ownership"

>  * artificial life and bots 

there is a way to do this right now...
build a specialized client that runs
an avatar as the "visible/audible front-end" 
for what the simulation is doing
[artificial life growing and changing
 robot lurching about muttering]
and run an instance of the little bugger as a VNet client  ;^}

>   * in-world editing (another use of the database) 

I think this hints at a larger discussion like the dbms issue...
see below

>  * voice 

do you mean audio-chat??
text-to-speech??

>  * avatar animation support with behaviors separated from avatars 

hmmmm
this sounds like h-anim stuff to me
or am I missing something?

>  * being able to return to the world where you left it, if you desire
> 
>  * teleportation using clickable or bumpable objects. 

see dbms etc discussion below

aha
at last the "dbms and etc discussion"  ;^}

so what do we mean by "* distributed server"??
different parts of a wrl can exist on separate machines
already
but the VNet server doesn't really understand the concept of a "world"
it just knows about clients and messages to shuffle around between them

my current phantasy runs as follows:

there is a dbms server with a database on it
within which there is a stable-character-oriented database table
  [maybe "Player Characters"]
  with username and default-avatar and password and such
and maybe also a "Non-Player Characters" table
  but that's another story
and also a current-transform-oriented table
  [maybe "Character States"]
  with username and last-transform-state and such
  for each wrl the db knows of and which the username has been in
and also known-VNet-servers table
  [maybe "Known Servers"]
  with IP and password and so on
and each real VNet server controls one wrl ("room"??)
and a group of VNet servers uses the same dbms server and db and tables
and users are teleported (logged out of and onto cooperating VNet servers}
somehow 
[waves mirrors
 starts smoke-generator]

I'd like to get a discussion going on about
what a DB should look like
which allows VNet servers
each controlling one "room"
to cooperate in this sort of framework
and to facilitate stable characters

jeffs

--
Jeff Sonstein, M.A.     http://ariadne.iz.net/
        http://ariadne.iz.net/~jeffs/jeffs.asc
==============================================
there are no bugs
there are just undocumented features

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