Re: [mmox] The Story So Far...

Lawson English <lenglish5@cox.net> Thu, 19 February 2009 07:23 UTC

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Date: Thu, 19 Feb 2009 00:24:02 -0700
From: Lawson English <lenglish5@cox.net>
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To: Dan Olivares <dcolivares@gmail.com>
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Cc: mmox@ietf.org
Subject: Re: [mmox] The Story So Far...
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With OpenSim/Second Life, it could, in theory, be quite a few more 
neighboring sims if your draw distance is set high enough since a sim 
only covers 256 meters while draw distrance can be set as high as 512:

n = neighbor
p = "parent"

nnnnn
nnnnn
nnpnn
nnnnn
nnnnn


And this assumes a single sim-size for all sims, and only a Cartesian 2D 
coordinate system (hence "grid") with no fun stuff like space station 
simulators or ring worlds or Dyson spheres (or MC Escher-esque worlds 
for that matter).


Dan Olivares wrote:
> >From the technical perspective, agreed.   From a user perspective,
> it's all part of the same visible world.   It doesn't matter that the
> user is actually connected to 5 different servers each with it's own
> scene that it's simulating in it's delegated space in the contiguous
> world.
>
> Best Regards
>
> Daniel Olivares
>
> On Thu, Feb 19, 2009 at 12:55 AM, Jon Watte <jwatte@gmail.com> wrote:
>   
>> There is no shared scene graph. Each server simulates "its" objects, and
>> translates from the "interop" protocol to its internal system at the
>> gateway. Think of it like a more modern version of IEEE 1278 (which has been
>> a great success as far as interoperable distributed simulation goes).
>>
>> Sincerely,
>>
>> jw
>>
>>
>>     
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