Re: [mmox] mmox Digest, Vol 8, Issue 1

JeanRicard Broek <> Mon, 09 November 2009 13:48 UTC

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From: JeanRicard Broek <>
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Subject: Re: [mmox] mmox Digest, Vol 8, Issue 1
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I would agree that VW interop is a puzzle & even more so it is puzzling.
Following Open Sim, Cablebeach, this list &
Sirakata, and realXtend, one is left like Plato seeing only moving shadows.

Is there anyplace or has anyone captured a comprehensive view of the state
of the art in some reasonable wiki like format. If nothing else a simple map
to the players and technologies showing the interrelationship of components
and just what things are being developed or integrated into each project?.

The first step I will take is to contact people one an one to just create a
listing of each piece of the puzzle or architectural component  and then see
what is being done in each area, asking who ,what, were, when, and why for
each. Maybe then we can all get some idea what the picture looks like.
Suggested subjects so far are:

Identity & Authentication
Asset identification, storage & transfer
Rendering Engines (Ogre, LL/Windlight, irrlicht )
Server Side Rendering/Streaming (Onlive, Nvidia Reality Server)
Mesh support, Mesh Avatars, Animation, Collada, converters
Prim size limits and megaregions.
Databases (MySQL, SQLServer, SQLite,Others)
Advanced Search of region assets & Identities
HTTP & Media on a prim, etc
Audio & VoIP
Scripting (Python, LUA, LSL)
GUI/Viewer controls, frameworks Qt, etc
Browser Plugins

Contact if you have suggestions, anything to
contribute to the above, and/or would like a link to whatever I manage to

tks JR

On Fri, Nov 6, 2009 at 3:00 PM, <>; wrote:

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> Today's Topics:
>   1. Re: Rough draft of the Cable Beach Core protocol is online
>      (Morgaine)
>   2. (no subject)
> ---------- Forwarded message ----------
> From: Morgaine <>;
> To: MMOX-IETF <>;
> Date: Fri, 6 Nov 2009 07:51:31 +0000
> Subject: Re: [mmox] Rough draft of the Cable Beach Core protocol is online
> What's the latest on Cable Beach, John?
> We occasionally hear snippets of information about "working with John on
> changes to Cable Beach" from various quarters, including LL (we are told),
> realXtend, and Opensim, but it's hard to gain an overall perspective on
> where CB is heading, whether there are conflicting interests pulling on its
> design, if they're being resolved, and how it's all coming together.
> Seeing as CB appears to be central to (or at least involved in) the future
> of several projects, one of which is VWRAP, I expect that there is a lot of
> interest in the evolution of its design.  The news page at
> shows that CB is indeed making good
> progress (a new download yesterday!), but the CB mailing list is moribund
> because all the interesting discussion occurs over IRC, which is hard to
> reference retrospectively.  Are there archives?  It's difficult to get a
> handle on what's happening currently unless one is permanently connected to
> the IRC channel.
> Be that as it may, I think that occasional outlines of the latest in design
> thinking would help many people understand how CB is evolving as part of the
> VW interop puzzle --- the realXtend mailing list is a poster child in that
> respect, they're doing a great job.  Updates on the CB mailing list would
> revive it nicely too, as it contains more spam than on-topic posts
> currently. :-(
> Keep up the good work! :-)
> Morgaine.
> ===================================
> On Thu, Jul 2, 2009 at 3:01 AM, Hurliman, John <>wrote:
> ---------- Forwarded message ----------
> From:
> To:
> Date:
> Subject:
> <br>
> Introduction<br>
> <br>
> Virtual worlds are made up of a complex stack of services that operate
> toge=
> ther to deliver a complete immersive experience. The approach that virtual
> =
> worlds have taken so far is to build an entire vertical stack of services
> i=
> ncluding user account management, content distribution servers, inventory
> h=
> osting, simulation servers, simulation coordinators, and more. As virtual
> w=
> orlds grow in both popularity and complexity, it is no longer always
> desira=
> ble to only build so-called &quot;walled gardens&quot; of services. Cable
> B=
> each provides the glue to bind virtual world services together, whether
> the=
> y exist alongside one another in a data center or across the Internet run
> b=
> y different administrators that have no preexisting relationship. The
> prima=
> ry focus of the architecture is on the following:<br>
> <br>
>  =A0 =A0* Let service providers specialize in what they do best. To
> address=
>  the growing scalability demands of the web, service providers have
> evolved=
>  into providing narrow but high quality services. You wouldn&#39;t expect
> a=
>  social network to also provide the best search engine service on the
> web.<=
> br>
>  =A0 =A0* Use existing standards. Many of the challenges in virtual worlds
> =
> are broad issues that are also being addressed by the web community.
> Instea=
> d of creating new parallel solutions, Cable Beach attempts to leverage as
> m=
> uch existing technology as it can to enable better compatibility with
> other=
>  architectures, both today and in the future.<br>
>  =A0 =A0* Give virtual world administrators more flexibility, not less. No
> =
> use case is viewed as more or less valid than another, and the system does
> =
> not favor any particular setup. Building a walled garden is just as easy
> as=
>  building a completely decentralized world, or any combination of the
> two.<=
> br>
> <br>
> The core of Cable Beach is the definition of a world service, a virtual
> wor=
> ld login protocol, and a standard method of defining virtual world
> services=
> . The implementation available at this site consists of a server for a
> worl=
> d service and another server for assets and filesystem services.
> Initially,=
>  this implementation is targeting compatibility with the OpenSim project
> us=
> ing a custom OpenSim extension called ModCableBeach. Additional connectors
> =
> for other virtual world systems are in the planning phase.<br>
> <br>
> ---<br>
> John<br>
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> </blockquote></div><br>
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