Difference between revisions of "Talk:Central Services"
Line 4: | Line 4: | ||
* There is one extremely important item missing from the Central Services picture: Proxy Caches. See my comments on the Discussion page of Zha's Desiderata page describing the AWG meeting [[http://wiki.secondlife.com/wiki/Talk:AWG:_Zha%27s_Desiderata_for_evaluating_the_proposed_design]]. Without this, the residents of large grids will not be able to visit smaller grids without "Slashdotting" them utterly, so large grids will become insular or only connect to other large grids ... not a recipe for success. --[[User:Morgaine Dinova|Morgaine Dinova]] 05:02, 24 September 2007 (PDT) | * There is one extremely important item missing from the Central Services picture: Proxy Caches. See my comments on the Discussion page of Zha's Desiderata page describing the AWG meeting [[http://wiki.secondlife.com/wiki/Talk:AWG:_Zha%27s_Desiderata_for_evaluating_the_proposed_design]]. Without this, the residents of large grids will not be able to visit smaller grids without "Slashdotting" them utterly, so large grids will become insular or only connect to other large grids ... not a recipe for success. --[[User:Morgaine Dinova|Morgaine Dinova]] 05:02, 24 September 2007 (PDT) | ||
=== Zha's addon === | |||
* Here's an interesting way to think about topology... Which I think offers a lot of flexibility. Building a connected world out of individual regions, really requires only a few fundamental services. You need the ability to serve out object and avatar information to adjacent simulators and clients, so that you can see across the boundaries, you need to handle motion across the edges, you need a way of determining what edges connect, and lastly, you need, some behavior, inside the region. to know when to use the other two services and the topology information. | |||
So, the primary service is "Tell me what an agent looking into your region from relative coordinate X.Y.Z needs to know" This is pretty much the Child Agent in SL today, I expect. That gets coupled with a region knowing its local edge portion "coordinate description of a portion of the edge of a region" is adjacent to another regions "coordinate description of the edge portion" The final bit is just the "Agent X" is arriving at your "edge coordinate" message.. to do hand off. A nice optimization, might be "Agent X is nearing your edge coordinate...." | |||
This leads to one other service, which is the utility which allows regions to register where they are in relationship to each other, and find out where they are. | |||
Note, that done properly, this permits very different tesellations of regions. As long as we can reasonably assemble a coherent geometry out of it, the services don't care. Also note, that if we allow odd non-realistic effects, the services support that. A "portal" could be in the middle of a region, such that, Looking out, through a "gate" shows not the local land but a view into another region, and walking through the gate, in one direction does a "walking handoff" to the next region. | |||
- Zha Ewry 9-25-2007 |
Revision as of 08:53, 24 September 2007
Topology
- I can't be the only one who thinks it would be awesome to stack regions on top of each other. Along the same theme, how do we handle region boundaries with different sized regions? I think I heard OpenSim 'can' do this, if so, how is that done ? --otakup0pe 09:25, 16 September 2007 (PDT)
- There is one extremely important item missing from the Central Services picture: Proxy Caches. See my comments on the Discussion page of Zha's Desiderata page describing the AWG meeting [[1]]. Without this, the residents of large grids will not be able to visit smaller grids without "Slashdotting" them utterly, so large grids will become insular or only connect to other large grids ... not a recipe for success. --Morgaine Dinova 05:02, 24 September 2007 (PDT)
Zha's addon
- Here's an interesting way to think about topology... Which I think offers a lot of flexibility. Building a connected world out of individual regions, really requires only a few fundamental services. You need the ability to serve out object and avatar information to adjacent simulators and clients, so that you can see across the boundaries, you need to handle motion across the edges, you need a way of determining what edges connect, and lastly, you need, some behavior, inside the region. to know when to use the other two services and the topology information.
So, the primary service is "Tell me what an agent looking into your region from relative coordinate X.Y.Z needs to know" This is pretty much the Child Agent in SL today, I expect. That gets coupled with a region knowing its local edge portion "coordinate description of a portion of the edge of a region" is adjacent to another regions "coordinate description of the edge portion" The final bit is just the "Agent X" is arriving at your "edge coordinate" message.. to do hand off. A nice optimization, might be "Agent X is nearing your edge coordinate...."
This leads to one other service, which is the utility which allows regions to register where they are in relationship to each other, and find out where they are.
Note, that done properly, this permits very different tesellations of regions. As long as we can reasonably assemble a coherent geometry out of it, the services don't care. Also note, that if we allow odd non-realistic effects, the services support that. A "portal" could be in the middle of a region, such that, Looking out, through a "gate" shows not the local land but a view into another region, and walking through the gate, in one direction does a "walking handoff" to the next region.
- Zha Ewry 9-25-2007