User:Zha Ewry/Scoping

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Revision as of 21:24, 9 October 2007 by Zha Ewry (talk | contribs) (New page: === Scope of the AWG's work === On topic which has come up repeatedly, is the scope of the AWG's work. In particular, there have been many words expended on the question of the current SL...)
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Scope of the AWG's work

On topic which has come up repeatedly, is the scope of the AWG's work. In particular, there have been many words expended on the question of the current SL client, current SL simulator hosts, and similar components in the system. This article is an attempt to put some structure and scope around the AWG's work effort.

The assertion, is, that the architecture is going to be a set of web specifications which define how to build a web scale deployment of collaborative 3d spaces, on the overall model of second Life's current virtual world.

One way to define the scope of the project is by its work products. In particular, the normative, definitional work products which define conformance to the architecture, and the informative work products which inform the architecture, explain it, and often drive it, but are not part of its formal specification.

Here is a tentative list of the definitional, normative work products

  1. The core REST web services plumbing, including c-http, the escrow pattern, and a publish/subscribe pattern for continuing messages
  2. A set of web services define in terms of 1
  3. A set of messages sent as a result of an invocation of one of the web services in 1 and 2
  4. A set of interaction patterns using the services defined in 1, 2 and 3 to achieve specific effects
  5. A set of things we find which exist which we cannot describe through items 1-4

Here is a tentative, less complete list of informative work products

  1. A set of detailed use cases describing the requirements of the architecture
  2. A set of scalability and interoperability analysis, informing the normative documents
  3. A set of pluggable components and plug points. (Note most of these happen *inside* components, but matter)
    1. Physics engines
    2. Object Rendering schemes
    3. Authentication mechanisms
    4. add as needed
  4. More?

(Work in progres)