git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@233 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Michael Bayne
2001-08-14 03:21:40 +00:00
parent 5a1cef4e39
commit b11dcb28e7
2 changed files with 29 additions and 20 deletions
+20 -20
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@@ -1,5 +1,25 @@
Whirled Design -*- mode: outline -*-
* Notes
Scenes map to places.
Scene manager extends place manager, handles scene related stuff.
Scene manager registers a timer when it becomes empty and flushes itself
from memory after timeout period.
Location manager is used to navigate between scenes on the client;
location services will need extensions to support delivering scene version
with moveTo request and serialized scene data with moveTo response
(desirable to avoid extra server round-trips).
Client should avoid unsubscribing from scene objects straight away so that
it can avoid resubscribing if they bounce back and forth between scenes.
We'll want the scenes to adhere to some sort of hierarchy so that we can
associate properties files with classes of scenes which will be used to
configure the scene managers when they are initialized.
* Overview
Whirled builds on top of the Cocktail platform and provides a framework
for building a virtual world made up of a node network of individual
@@ -28,23 +48,3 @@ system at the time the client is delivered, and subsequent snapshots can
be provided periodically to bring all clients into sync with the runtime
scene database, from which they can then continue to mirror updates as
needed.
* Notes
Scenes map to places.
Scene manager extends place manager, handles scene related stuff.
Scene manager registers a timer when it becomes empty and flushes itself
from memory after timeout period.
Location manager is used to navigate between scenes on the client;
location services will need extensions to support delivering scene version
with moveTo request and serialized scene data with moveTo response
(desirable to avoid extra server round-trips).
Client should avoid unsubscribing from scene objects straight away so that
it can avoid resubscribing if they bounce back and forth between scenes.
We'll want the scenes to adhere to some sort of hierarchy so that we can
associate properties files with classes of scenes which will be used to
configure the scene managers when they are initialized.