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	<title>Comments on: The Challenges of writing an OpenSim client in Unity3D</title>
	<atom:link href="http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/</link>
	<description>Emerging technology, Open Source and the Internet</description>
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		<title>By: Rob</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2275</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Mon, 06 Jun 2011 09:37:19 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2275</guid>
		<description>Hi Alastair, I&#039;m not familiar with that hardware. I guess it&#039;s possible you might be able to do a factory reset and then use whatever the hardwares default credentials are, a bit of Googling might turn something up.</description>
		<content:encoded><![CDATA[<p>Hi Alastair, I&#8217;m not familiar with that hardware. I guess it&#8217;s possible you might be able to do a factory reset and then use whatever the hardwares default credentials are, a bit of Googling might turn something up.</p>
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		<title>By: Alastair Dodwell</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2273</link>
		<dc:creator>Alastair Dodwell</dc:creator>
		<pubDate>Tue, 31 May 2011 10:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2273</guid>
		<description>Interesting section on VOIP at home. I have a Cisco ATA box that was supplied by Vonage but it has a password on it that I can not seem to uncover. I want to use the Cisco bax as my VOIP gateway but need to access it.
Any ideas?
Thanks
Alastair</description>
		<content:encoded><![CDATA[<p>Interesting section on VOIP at home. I have a Cisco ATA box that was supplied by Vonage but it has a password on it that I can not seem to uncover. I want to use the Cisco bax as my VOIP gateway but need to access it.<br />
Any ideas?<br />
Thanks<br />
Alastair</p>
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		<title>By: Lena</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2228</link>
		<dc:creator>Lena</dc:creator>
		<pubDate>Mon, 14 Jun 2010 08:59:26 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2228</guid>
		<description>Hi Rob,

very interesing article! I am also looking for a uinity3d-viewer working with opensim. Is it possible to download the viewer somewhere?
Thanks in advance!</description>
		<content:encoded><![CDATA[<p>Hi Rob,</p>
<p>very interesing article! I am also looking for a uinity3d-viewer working with opensim. Is it possible to download the viewer somewhere?<br />
Thanks in advance!</p>
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		<title>By: lili</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2217</link>
		<dc:creator>lili</dc:creator>
		<pubDate>Mon, 08 Mar 2010 21:55:13 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2217</guid>
		<description>Hi
I&#039;m developping 3d worlds with Unity 3D and I have also a grid with opensim...i&#039;m looking for a solution to open opensim with unity3D ...
Can you tell me if you&#039;re viewer is usefull at this moment ??
Thank you</description>
		<content:encoded><![CDATA[<p>Hi<br />
I&#8217;m developping 3d worlds with Unity 3D and I have also a grid with opensim&#8230;i&#8217;m looking for a solution to open opensim with unity3D &#8230;<br />
Can you tell me if you&#8217;re viewer is usefull at this moment ??<br />
Thank you</p>
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		<title>By: Life at the Feeding Edge &#187; We have all the pieces &#8211; Unity3d, Opensim, Evolver, Smartfox</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2184</link>
		<dc:creator>Life at the Feeding Edge &#187; We have all the pieces &#8211; Unity3d, Opensim, Evolver, Smartfox</dc:creator>
		<pubDate>Tue, 15 Dec 2009 10:30:10 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2184</guid>
		<description>[...] flexibility both sides of the equation that makes them very solvable. This is a high level view, Rob has some more detail here on the challenges. Add in some interoperation definition with Vastpark to help bind the two and make some mappings. [...]</description>
		<content:encoded><![CDATA[<p>[...] flexibility both sides of the equation that makes them very solvable. This is a high level view, Rob has some more detail here on the challenges. Add in some interoperation definition with Vastpark to help bind the two and make some mappings. [...]</p>
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		<title>By: links for 2009-11-16 &#124; Metaverse3d.com</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2162</link>
		<dc:creator>links for 2009-11-16 &#124; Metaverse3d.com</dc:creator>
		<pubDate>Tue, 17 Nov 2009 01:07:10 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2162</guid>
		<description>[...] Naked Imagination · The Challenges of writing an OpenSim client in Unity3D (tags: opensim Unity3d) [...]</description>
		<content:encoded><![CDATA[<p>[...] Naked Imagination · The Challenges of writing an OpenSim client in Unity3D (tags: opensim Unity3d) [...]</p>
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		<title>By: Nebadon Izumi</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2160</link>
		<dc:creator>Nebadon Izumi</dc:creator>
		<pubDate>Fri, 13 Nov 2009 23:15:27 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2160</guid>
		<description>3Di&#039;s Rei viewer is built on Idealist viewer available on the opensimulator forge, http://forge.opensimulator.org/gf/project/idealistviewer/  and while the viewer itself might be opensource, the server that it connects to to use all the cool functionality is not. while yes it does connect to OpenSimulator, quite a bit of its functionality is reduced if its not connected to the 3Di Enterprise Version of OpenSimulator, which i do not believe is open source at this time.   If your interested in fiddling with the core of Rei viewer i suggest you check out idealist project 1st, it doesn&#039;t require any closed source software for 100% functionality.  and just to clarify Irrlicht and Ogre are not the same thing at all as it was suggested somewhere above.</description>
		<content:encoded><![CDATA[<p>3Di&#8217;s Rei viewer is built on Idealist viewer available on the opensimulator forge, <a href="http://forge.opensimulator.org/gf/project/idealistviewer/" rel="nofollow">http://forge.opensimulator.org/gf/project/idealistviewer/</a>  and while the viewer itself might be opensource, the server that it connects to to use all the cool functionality is not. while yes it does connect to OpenSimulator, quite a bit of its functionality is reduced if its not connected to the 3Di Enterprise Version of OpenSimulator, which i do not believe is open source at this time.   If your interested in fiddling with the core of Rei viewer i suggest you check out idealist project 1st, it doesn&#8217;t require any closed source software for 100% functionality.  and just to clarify Irrlicht and Ogre are not the same thing at all as it was suggested somewhere above.</p>
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		<title>By: LeMageFou</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2157</link>
		<dc:creator>LeMageFou</dc:creator>
		<pubDate>Thu, 12 Nov 2009 17:30:23 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2157</guid>
		<description>I ran into the same problem with Unity and LibOMV last week : the last Unity 2.6 uses a too old Mono version (2.0).

An Unity project can be integrated in a web browser but also it can be build in a stand-alone viewer (an exe file) like SL, Hyppo or Naali. And it can even be deployed on an iPhone. ;)

Ogre and Irrlicht are 3D engines. Unity is a game engine; it mean that it also includes Physics, Network, AI, Animation, GUI, Terrans/Levels Editor, Audio, etc ...</description>
		<content:encoded><![CDATA[<p>I ran into the same problem with Unity and LibOMV last week : the last Unity 2.6 uses a too old Mono version (2.0).</p>
<p>An Unity project can be integrated in a web browser but also it can be build in a stand-alone viewer (an exe file) like SL, Hyppo or Naali. And it can even be deployed on an iPhone. <img src='http://robsmart.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Ogre and Irrlicht are 3D engines. Unity is a game engine; it mean that it also includes Physics, Network, AI, Animation, GUI, Terrans/Levels Editor, Audio, etc &#8230;</p>
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		<title>By: Zaki</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2156</link>
		<dc:creator>Zaki</dc:creator>
		<pubDate>Thu, 12 Nov 2009 16:57:47 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2156</guid>
		<description>Hi Rob,

This is a great summary of the things you found with Unity3D. It&#039;s interesting that WebClient doesn&#039;t work and i wonder if it might be possible to circumwent that sandbox by changing the way the Unity webapp is registered to the browser (it is possible to indicate a secure context for ActiveX - although it will still refuse to elevate from Low privileges, so you need to be careful about File I/O - but I&#039;m not really sure about other technologies). Also, I would miss the ability to use native libraries (if I understand correctly, P/Invoke is not possible?). For Jpeg2000, CSJ2K might be a good solution on the client side if you can&#039;t use native code with wrappers.

Neil:
Unity3D has a powerful graphics engine and great demo contents. Rei has a similarly powerful graphics engine, and the main issue lies in the contents. I can point to amazing games running on Irrlicht (or Ogre), but as long as OpenSim doesn&#039;t support/have the sort of content (high quality meshes with custom shaders, environment-maps, lighting, etc), that is really irrelevant. Of course with Rei, you can always write custom SceneNodes or shaders, even custom logic with Plugins and there is already a similar experience to unity&#039;s API with Javascript integration. And if you are still unsatisfied, you can always pick the engine apart - although having done that a couple of times, I&#039;m not sure I&#039;d recommend it :) I guess what Rei really lacks right now is some kicking demo contents - but that will change soon.

Well, I guess - as Rob said - in the end what it comes down to is weighing the pros and cons between super-easy and super-flexible.</description>
		<content:encoded><![CDATA[<p>Hi Rob,</p>
<p>This is a great summary of the things you found with Unity3D. It&#8217;s interesting that WebClient doesn&#8217;t work and i wonder if it might be possible to circumwent that sandbox by changing the way the Unity webapp is registered to the browser (it is possible to indicate a secure context for ActiveX &#8211; although it will still refuse to elevate from Low privileges, so you need to be careful about File I/O &#8211; but I&#8217;m not really sure about other technologies). Also, I would miss the ability to use native libraries (if I understand correctly, P/Invoke is not possible?). For Jpeg2000, CSJ2K might be a good solution on the client side if you can&#8217;t use native code with wrappers.</p>
<p>Neil:<br />
Unity3D has a powerful graphics engine and great demo contents. Rei has a similarly powerful graphics engine, and the main issue lies in the contents. I can point to amazing games running on Irrlicht (or Ogre), but as long as OpenSim doesn&#8217;t support/have the sort of content (high quality meshes with custom shaders, environment-maps, lighting, etc), that is really irrelevant. Of course with Rei, you can always write custom SceneNodes or shaders, even custom logic with Plugins and there is already a similar experience to unity&#8217;s API with Javascript integration. And if you are still unsatisfied, you can always pick the engine apart &#8211; although having done that a couple of times, I&#8217;m not sure I&#8217;d recommend it <img src='http://robsmart.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I guess what Rei really lacks right now is some kicking demo contents &#8211; but that will change soon.</p>
<p>Well, I guess &#8211; as Rob said &#8211; in the end what it comes down to is weighing the pros and cons between super-easy and super-flexible.</p>
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		<title>By: Rob</title>
		<link>http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/comment-page-1/#comment-2154</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Thu, 12 Nov 2009 13:10:15 +0000</pubDate>
		<guid isPermaLink="false">http://robsmart.co.uk/?p=185#comment-2154</guid>
		<description>Good question Neil. 

Personally I haven&#039;t dug around in the 3Di Rei code yet but it looks promising from what i have read/seen on blogs etc. The benefits of the 3Di viewer are that everything in it is open and of course free this leaves more flexibility for changes down at the graphics engine level. 

With Unity3d you have to rely on the provided APIs which are vast and flexible though at some point may prevent you from doing something. However with Unity you&#039;ll be piggy backing on the extensive testing done by the Unity3d guys on hundreds of graphic cards which is bound to reap rewards in terms of stability of the client. From my experience it is a lot quicker to write games/clients with Unity3ds c# and javascript API support than it is doing pretty low level c/c++ development with the ogre3d or irrlicht engines. You can still do pretty low level stuff with Unity (creating shaders or doing direct GL commands) 

There are pros and cons to all of these virtual world client solutions, writing a client is never going to be an easy business and i guess that&#039;s why i favour unity as its APIs and editor environment make some of the heavy lifting a lot easier.</description>
		<content:encoded><![CDATA[<p>Good question Neil. </p>
<p>Personally I haven&#8217;t dug around in the 3Di Rei code yet but it looks promising from what i have read/seen on blogs etc. The benefits of the 3Di viewer are that everything in it is open and of course free this leaves more flexibility for changes down at the graphics engine level. </p>
<p>With Unity3d you have to rely on the provided APIs which are vast and flexible though at some point may prevent you from doing something. However with Unity you&#8217;ll be piggy backing on the extensive testing done by the Unity3d guys on hundreds of graphic cards which is bound to reap rewards in terms of stability of the client. From my experience it is a lot quicker to write games/clients with Unity3ds c# and javascript API support than it is doing pretty low level c/c++ development with the ogre3d or irrlicht engines. You can still do pretty low level stuff with Unity (creating shaders or doing direct GL commands) </p>
<p>There are pros and cons to all of these virtual world client solutions, writing a client is never going to be an easy business and i guess that&#8217;s why i favour unity as its APIs and editor environment make some of the heavy lifting a lot easier.</p>
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