[sldev] Plugin API Architecture for Second Life
Ben Byer
sldev at bushing.mm.st
Mon Feb 12 22:45:50 PST 2007
On Feb 12, 2007, at 8:38 PM, Tim Shephard wrote:
>> I don't really understand how you can embed a virtual machine without
>> using callbacks in functions.
>
> I think your comment probably should have been, you don't really
> understand how you can do the things you want to (such as your OTR
> plugin) without callbacks. And, that's a good point. I don't
> understand that either!
Fair enough. Actually.. I don't understand how you can have a plugin
that can do *anything* useful without callbacks. Let's say you
compile a Python interpreter into SecondLife.exe (easy), and you set
up some bindings so you can pop up message windows and send packets
from a Python program (less easy, but still possible).
Let's say that you then modify the client and add a Plugins... menu
(option) that lets you load plugins, and maybe run them ... but then
what?
How do you make plugins that do the following, without overriding /
intercepting some existing behavior of the client?
* Log Chat or IMs or Avatar names or ...
* Support new types of media -- movies, textures, etc
* readline support for editing the chat input box
* A better script editor
* HTML-on-a-prim, or at least HTML-in-a-window ...
-b
More information about the SLDev
mailing list