Difference between revisions of "Talk:AW Groupies/Chat Logs/2007-10-05"
Dr Scofield (talk | contribs) (+ asset definition attempt) |
(Where's the "requirements document" anyway?) |
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:* I disagree, this is an uninteresting, easily solved non-issue. Lets not spend a lot of time on this. Stay focused people. [[User:Seg Baphomet|Seg Baphomet]] 11:42, 6 October 2007 (PDT) | :* I disagree, this is an uninteresting, easily solved non-issue. Lets not spend a lot of time on this. Stay focused people. [[User:Seg Baphomet|Seg Baphomet]] 11:42, 6 October 2007 (PDT) | ||
:*''It's only an "easily solved issue" if there's a commitment to actually solve it. If you put it in the requirements document (<b>where's the requirements document anyway?</b>) and stick to it, then it won't need solving. If it's not treated as a requirement it'll end up having to be bodged on the side afterwards.'' -- [[User:Argent Stonecutter|Argent Stonecutter]] 09:21, 15 October 2007 (PDT) | |||
* Fixed my typos in transcript. That was actually a good chat, the substance came through despite mild heat. We're doing OK, I think. --[[User:Morgaine Dinova|Morgaine Dinova]] 03:34, 6 October 2007 (PDT) | * Fixed my typos in transcript. That was actually a good chat, the substance came through despite mild heat. We're doing OK, I think. --[[User:Morgaine Dinova|Morgaine Dinova]] 03:34, 6 October 2007 (PDT) |
Revision as of 08:21, 15 October 2007
Comment on 'local host" assets
- Now I think on it a bit, this "local host" vs other URLs thing is part of a larger issue:
- how are different grids going to handle assets created in different grids? There's already been discussion during Zero's office hours for "trusted" sims that are allowed to access content (avies, animations, clothing, prim) with restricted permissions. The local vs global server thing is merely a special case of this.
- At the simplest level, I would like to be able to create or even copy (with appropriate permission restrictions) assets that only exist on my local computer. They aren't even associated with a full-blown simulation. They are assets only in the sense that I can store them, create them, examine them, sort them using the current lInventory panel or some moral equivalent. But there are more broad issues: what about assets that only are available on certain sims? Wouldn't be nice to be able to pre-sort these? What about assets that only WORK in certain kinds of sims? Wouldn't it be nice to create content for those, even if you aren't logged into a si of that particular type?
- I now see this as a more important issue than whether or not we can simply store "unpublished" standard items. WE need to look at that as a special case of handling all possible inventory needs, ranging from "local host" inventory, to special permissions inventory, to inventory that can only be used on certain sims because the generic sims don't handle it in the first place. Saijanai 15:47, 5 October 2007 (PDT)
- I agree Saij, this is an interesting and complex area, yet it must be handled given our triple target of scaled + distributed + 3rdparty. It's not optional, although of course we will evolve towards it gradually. It does need to be in the mental design model on day one though, otherwise we will lack the addressing ability to handle it later. --Morgaine Dinova 03:43, 6 October 2007 (PDT)
- This kind of thing is what really struck me right from the beginning with the whole issue of open grids actually sharing assets with the Linden grid. Nobody else seemed real interested in it other than "oh, we'll work something out". In-world content creators are used to the current situation which might be mostly "honor system" but is at least backed up by the ToS and law (in most countries). For intra-sim use assets local assets can be maintained in the current form, I guess, but there needs to be support for tracking the originating region, the requirements of the asset, the capabilities of the asset if it has active components (scripts being the only example now), properties associated with it created by individual regions or variant viewers, and so on. An open-ended property list seems to be the best model to me, if we're going to deal with a TRULY heterogeneous environment. -- Argent Stonecutter 06:04, 6 October 2007 (PDT)
- I disagree, this is an uninteresting, easily solved non-issue. Lets not spend a lot of time on this. Stay focused people. Seg Baphomet 11:42, 6 October 2007 (PDT)
- It's only an "easily solved issue" if there's a commitment to actually solve it. If you put it in the requirements document (where's the requirements document anyway?) and stick to it, then it won't need solving. If it's not treated as a requirement it'll end up having to be bodged on the side afterwards. -- Argent Stonecutter 09:21, 15 October 2007 (PDT)
- Fixed my typos in transcript. That was actually a good chat, the substance came through despite mild heat. We're doing OK, I think. --Morgaine Dinova 03:34, 6 October 2007 (PDT)
global/local just a question of where the Agent Domain is?
I just glanced over this transcript (can somebody do a summary? :-) ) but if I have inventory in my client wouldn't that simply mean that I host my own agent domain on my client? Of course trust issues might be a problem here, e.g. what if I have a no-copy object in my inventory and give it to somebody. It cannot made sure then that I really delete it on my side. Thus I guess it might not work for the existing grid.
As for the different types of objects for different grids I think I left something in the brainstorming section that we might also need some sort of object and region type identifier preferrably with a version. It might even be some Accept-header.
TaoTakashi 04:18, 6 October 2007 (PDT)
asset vs. non-asset
i'd like to propose the following definition: an asset is everything that was rezzed in-world or made available in-world; if other avatars can see or use it, then it's an asset and has to live on an asset server, else is a "local" issue for the client to deal with.
Dr Scofield 05:45, 8 October 2007 (PDT)