Something like FlashVNC?
On 8/04/2010 3:08 PM, Glen Canaday wrote:
> What would the appropriate list for this be? I'm pretty sure it's not
> this one,
>
> Anyone know of a flash desktop exporter? For two-way web interaction
> with your own desktop? Killer app for shared media... using your own
What would the appropriate list for this be? I'm pretty sure it's not
this one,
Anyone know of a flash desktop exporter? For two-way web interaction
with your own desktop? Killer app for shared media... using your own
computer! ;)
I've thought of perhaps a web-based desktop environment to rend
Ding!!! Maybe these files are in the Artwork, that I had not updated for some
time. Updated Artwork and Libraries and got a build complete of
secondlife-bin.exe using vc90.
From: Nicky Perian
To: Nicky Perian ; Philippe (Merov) Bossut
Cc: opensource-dev@li
I just checked out revision 3313 from
https://svn.secondlife.com/svn/linden/projects/2010/snowglobe/trunk
After plain ./develop.py with no options , i got an error
$ make
[ 0%] Built target cmake
[ 0%] Built target llaudio
[ 3%] Built target stage_third_party_libs
[ 3%] Built target llcommo
What may be a stopgap would be to have different "levels" of collision detection
so if you have say 4 levels of detection then do the lowest level on
the server and work with the other 3 levels client side (have a skirt
bounce back from the legs but leave exactly which way it bounces on
clientside
I'm only playing with the idea. Soft-body would have to be client-side
only. if you think your SL is laggy NOW, imagine if it were also sending
the vertex data back and forth to the sim. That would make SL unusable.
It's a fun idea, though... I can imagine fields of waving grass, rubber
couche
I agree with Jacek -- at least for 1st cut, make it so that flexi hair
doesn't pierce anyone's body, but no effect on collisions.
This would keep it simple and fix the biggest issue for most people.
On Wed, Apr 7, 2010 at 7:39 PM, Jacek Antonelli
wrote:
> Personally, I would keep soft body effe
Personally, I would keep soft body effects as purely client-side eye
candy, without any impact on the world, like flexi prims and particles
are today. Sending the deformation data from the server to the client,
or vice versa, would be very bandwidth intensive, and a huge headache
to keep in sync. A
I came to the same conclusion, with the exception that a lookahead for a
collision would be helpful in the client. If they use the same physics
engine and the client does no more than implement a collision check, I
think it could be a good thing. I'm looking at several free physics
engines atm
I feel you are right. Makes more sense to have it implemented client side
for many soft body dynamic behaviors... eg cloth, hair etc...
but I think in areas where rigid body behaviors impact local soft body
dynamics, there will be lots of timing and synch problems to deal with.
So there's where I t
Soft body physics are best implemented in a local viewer, leaving the
rigid-body collision detection to the server, am I right in this?
--GC
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