[sldev] Opening the server source?

Adam Frisby adam at gwala.net
Mon Jul 2 17:20:04 PDT 2007


Right, but are we talking scripting here or hard compiled engines 
themselves? (Little confused what's being reffered to)

Adam

Mike Monkowski wrote:
> Adam Frisby wrote:
> 
>> In terms of scripting / physics engines - you still need to be able to 
>> upload and compile, and once you are allowing that, you open a big can 
>> of worms with security, doing it without opening that would be a very 
>> interesting challenge.
> 
> 
> I understand that scripts could be visible to the private sims, but 
> they're just assets served up by another server.  If you don't want your 
> scripts sent to private sims, it would be just as easy as making them 
> non-editable now.  Just another flag in a database.
> 
> The upload part I don't understand, though.  You would upload through 
> the LL transaction server, not the physics/scripting server. The 
> physics/scripting server would also get the objects through the LL 
> transaction server.  The viewer would in turn receive objects from the 
> physics/scripting server.  Presumably, the server would have a local 
> cache, so the viewer wouldn't see the fetch lag for objects that are 
> resident to the sim.
> 
> Mike
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