[opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?
Frans
mrfrans at gmail.com
Mon Oct 4 13:38:57 PDT 2010
I really hope LL is not going to add a Mesh Editor in the client. That's
just going to be so bloated.
I agree though, that plugins will be important, and some months(year?) ago
it was mentioned that there is a team at LL working on doing just that. Can
anyone (at LL) confirm that there is still a team working on making plugins
a possibility?
-Frans
On Mon, Oct 4, 2010 at 10:15 PM, Daniel Smith <javajoint at gmail.com> wrote:
>
> Am happy to see some input on the idea of Unity. It makes me smile.
>
> My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
> codebase. A lot of folks want the viewer to do quite a bit (mesh editor,
> anyone?). Fulfilling the wishlist without going to a plugin strategy will
> result in a bloated client that will run on fewer and fewer machines.
>
> So if Unity is relegated to a cool TPV project somewhere, that's fine ;)
>
> Proposing something radical like that will hopefully get people to think
> more about what it would take to do a very plugin oriented client (can the
> 2.x codebase do it? or does it call for a reset of sorts?) Where do people
> want to see an SL client, 2 years from now?
>
> I dont think much of possible approaches that dont handle the physics /
> animation / terrain / sound angles. It's just asking to reinvent too many
> wheels. Oh, and as for the objection to Unity outputting to game consoles:
> snap out of it. The mere existence of code on a console doesn't make it a
> game. The overall idea is to make SL / OS ubiquitous (Linux client doesnt
> go away, other approaches open up the Web, phones, and consoles.. all good
> moves).
>
> cheers,
>
> Daniel
>
>
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--
Jeroen Frans
Virtual World Technology Specialist @ http://VesuviusGroup.com
Second Life: Frans Charming
blog about SL @ http://secondslog.blogspot.com
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