Re: [mmox] RealExtend Teleporting Between Worlds

Gareth Nelson <gareth@litesim.com> Thu, 26 February 2009 21:11 UTC

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Date: Thu, 26 Feb 2009 21:12:05 +0000
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From: Gareth Nelson <gareth@litesim.com>
To: Jon Watte <jwatte@gmail.com>
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Subject: Re: [mmox] RealExtend Teleporting Between Worlds
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The solution here is for the clients that want to use standard content
to use content packs. Look at something like the modern iD software
FPS games for example. Each game has the engine (under the GPL) and
lots of .pak files  which contain the levels, models, sounds, scripts
etc. If each .pak has a URL from which the latest version can be
fetched, then if-modified-since requests make more sense for
auto-updates on those particular clients that need it.

I could imagine something being sent to the client such as "Get the #7
tree model from http://secondlife.com/content/trees.pak" and the
client caching trees.pak.

On Thu, Feb 26, 2009 at 6:45 PM, Jon Watte <jwatte@gmail.com> wrote:
> Christian Scholz wrote:
>>
>> I think requiring having some data in the client will not scale. Why not
>> give it an URL as well and just tell the client to cache it long enough?
>> Should be easy with a REST approach. For SL it might be trees for a game it
>> might in fact be everything if no
>
> I agree. In interop terms, it will say "the visual presentation of this
> object uses mesh http://www.whatever.com/some-url-here" and you can cache
> that just like you cache other web data.
>
>> A specialized game client could even be so clever as to download it in
>> advance and have some proprietary way of checking whether it's still
>> uptodate or not.
>
> HTTP already has a versioning mechanism. However, for a game with 50,000
> assets, doing 50,000 "HEAD" or "if-modified-since" requests might not scale
> so well ;-)
>
> Sincerely,
>
> jw
>
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