[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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