Metaverse Ink Blog

|

Virtual Worlds and Beyond

Archive for the ‘OpenSim’ Category

How HG 2.0 is coming along

Sunday, September 23rd, 2012

 

 

It’s been a while since I last posted about HG 2, but it’s finally coming to life! HG 2 is all about letting grid operators define policies for access control to their grid’s assets and users. I thought I’d show how it is taking shape, so that you’ll be ready for it in the next OpenSim release.

(more…)

Towards HG 2.0

Tuesday, April 3rd, 2012

I usually don’t write about the future, I prefer to write about things that are already done and working. But I’m going to make an exception, because people are starting to ask about configurations of the Hypergrid that pertain to the next level; we’re almost there, but not yet. I am going to give an overview of what’s in the works right now that will result in the next big bump in the HG number: the big two-point-oh.

(more…)

New diva distro for OpenSim 0.7.2 featuring W2W Friends

Monday, October 17th, 2011

Hi everyone! I finally had the time to put together a new diva distro release corresponding to OpenSim 0.7.2 — plus a few minor bug fixes over that. If you already have a d2 world, you know the drill: run Update.exe. Otherwise, grab the zip, unzip it and take it from the README file. If you’re upgrading, I highly recommend running the Configure tool on the new installation, and you’ll see why.

There are many improvements in OpenSim, most notably the new LSL NPC stuff — this allows you to create and manipulate Non-Player Characters (bots) directly from scripts. Really cool!

Hypergrid-wise, the most noteworthy development is the support for Friends across the Hypergrid. As explained in a previous post, I have created a world-to-world social network platform in OpenSim! Diaspora, anyone? Well, I get to actually do it and deploy it in  your worlds ;-)

Have fun!

P.S. I also made a new release for Wifi that works with Robust 0.7.2. Enjoy!

Viewer 2 Map now working in OpenSim

Monday, June 13th, 2011

Map in Viewer 2

As the title says.

Over the weekend, I added the machinery for the new V2 map to work with vanilla OpenSim. If you want to try it out, watch out for the several changes in configuration files, especially those in .ini.example’s — make a diff to see what changed.

Note that viewer 2 is even more radical than viewer 1 when it comes to regions placed above 2,048. Most likely, the map won’t work there at all. (I haven’t tried it)

Also note that, for the time being, V2 map will get considerably confused on HG teleports. The first step was to make the map work. The next step is fixing the map for the Hypergrid. There’s a brute-force way of doing it, and there’s an elegant way of doing it. The elegant way of doing it requires collaboration with viewer developers. Let’s see what we can do together…

Enjoy!

 

The 4,096 “bug”

Sunday, June 5th, 2011

If you have been using the Hypergrid you probably heard about the 4,096 “bug.” This post explains what the “bug” is about, how it manifests itself, and how I came to peace with it. It’s also a call for action for grid operators to consider placing their grids below cell 4,096-4,096 on the map. Starting in the previous release, D2 worlds are placed around 2,048 by the configuration tool.

(more…)

Friends and IM over the Hypergrid

Friday, May 27th, 2011

Over the past few weeks I have been working on mechanisms for making friends and instant message work across the Hypergrid. These social functions have been a goal since the beginning of the Hypergrid. The big rearchitecture work we did in OpenSimulator 0.7 that strengthened security was also meant to support these functions, but, of course, we weren’t really sure how well the new architecture would hold when these functions were actually implemented. Well, now I know — it handles it just fine. Let me explain how friends and IM work over the HG, the challenges, and the current limitations. Keep in mind that these new functions are still experimental, and subject to changes and improvements.

(more…)

New D2 and Wifi for OpenSim 0.7.1

Friday, May 6th, 2011

DivasOffice

It has been a while since I made a D2 + Wifi releases. I had been waiting for OpenSim 0.7.1; the changes between 0.7.0.2 and 0.7.1 were such that I didn’t want to risk making a release in between. OpenSim 0.7.1 finally happened earlier this week, so here is the much awaited D2! Technically, it corresponds to OpenSim r15402, which is a couple of commits after the official release — I found a couple of bugs in the official release related to the Library, so I fixed them.

(more…)

A Tour Through Unity3D for SL/OpenSim Aficionados

Monday, April 11th, 2011

Unity3DScene

I was sick-ish last week, so I decided to use my idle cycles to finally learn Unity3D. I thought I’d share my impressions, given that (a) I’m not a 3D modeler, not even an amateur one, and (b) my only experience with 3D environments has been Second Life / OpenSim. I suspect there are lots of people like me. Being an OpenSim aficionada, and fairly ignorant of everything else (mainly for lack of time), I always felt like I was missing the big picture. Indeed, I was, and I’m glad my cold last week gave me the opportunity to explore a completely different point of this large design space. The picture above shows one of the environments I created. The bottom line, if you don’t care to read more, is this: the Unity3D ecosystem feels like Second Life for grown ups.

(more…)

Sculpt Terrains

Monday, April 4th, 2011

sculptterrain_004

I do a fair amount of work with people in urban planning. Realism in those virtual environments is the starting point for the imagined plans they have in mind. The very first thing they want is the realistic terrain of the area. It has proven difficult to get the elevation data of specific areas, but we always end up finding it in some obscure place or other. Unfortunately, the terrain by itself doesn’t quite give the feel of the area as it exists today. Instead, it gives the feel of the area as it might have existed 10,000 years ago! — no signs of human civilization. Which, as nice as that may be, doesn’t quite do the job for urban planning. This weekend I was finally able to generate realistic terrains in OpenSim overlayed with a realistic image. Here is the story.

(more…)

The Cloud vs. The Home

Sunday, January 2nd, 2011

OpenSimInTheCloud

For the past couple of months I’ve been flirting on and off with Amazon Web Services (AWS). This past summer my students started using it in some of our research projects, so I had to catch up with them. Those projects have nothing to do with OpenSim, but I made my own learning plan focused on getting an OpenSim instance to run in the cloud.

(more…)