[kokua-dev] [impdev] All Hands Meeting Results
zatzai at zatzai.com
Mon Jan 30 20:56:30 PST 2012
-Matthew Nitti | ZATZAi
It is indeed our intention going forward to focus on stability first,
then features. That of course doesn't mean we'll be feature less, just
that we'll be focusing on core features rather than trying to be the
swiss army knife of TPVs.
-Matthew Nitti | ZATZAi
On 1/30/2012 8:44 PM, Fleep Tuque wrote:
> Hi all,
> I had intended to participate in the All Hands meeting but got called
> away by having unexpected company in RL, so apologies for being afk
> through the whole thing. If I seemed to ignore anyone at the meeting -
> it was unintentional!
> In any case, I wanted to say thanks to everyone who has worked on and
> developed the Imprudence viewer. It's been the go-to single most
> reliable viewer for Opensim and Second Life of all the seemingly
> zillions of viewers I've used or tried. In fact, Imprudence's stability
> and feature set were significant contributing factors when we decided to
> move some of our university projects from Second Life to Opensim. It
> doesn't matter what's happening on the server side if you can't reliably
> access it as an end user, and I've always appreciated the balance
> between stability and rich features that the Impy team managed to strike.
> I always feel a little badly asking for anything since I'm not a
> developer myself, but I hope that moving forward, Kokua will also
> prioritize stability over having every whizbang feature out there.
> While I want MOAP and Mesh and a thousand options as much as anyone,
> more than that I want to be darned sure that I can log in and work and
> that when I am standing in front of a classroom of 30 people, they can
> log in and work, too. With Imprudence, I never worried about the viewer
> flaking out on me, and that was worth more than any feature or option no
> matter how snazzy.
> My sincere thanks and gratitude to everyone who made that peace of mind
> possible over the years with Imp and I look forward to seeing what
> happens with Kokua and of course helping test and document what I can in
> the months ahead.
> Cheers to the team and everyone I missed at the meeting!
> - Chris/Fleep
> Chris M. Collins (SL/OS: Fleep Tuque)
> Center for Simulations & Virtual Environments Research (UCSIM)
> UCIT Instructional & Research Computing
> University of Cincinnati
> 406A Zimmer Hall
> 315 College Drive
> PO BOX 210088
> Cincinnati, OH 45221-0088
> chris.collins at uc.edu <mailto:chris.collins at uc.edu>
> (513) 556-3018
> On Mon, Jan 30, 2012 at 10:38 PM, ZATZAi <zatzai at zatzai.com
> <mailto:zatzai at zatzai.com>> wrote:
> This last weekend we had our all hands meeting where we discussed
> the fate and direction of the project going forward. I'm pleased to
> say that the meeting was well attended not only by team members but
> the public as well. A few of us even met for the first time as not
> everyone is able to make the regular meeting due to scheduling
> conflicts. You'll find a full transcript of the meeting on our wiki
> but I've included a summary of what was decided for convenience.
> We're going to continue to develop Third Party viewers with a focus
> on cross supporting Second Life and OpenSim/Aurora. However we're
> going to focus on Kokua in the future, the ultimate fate of
> Imprudence is still undecided though as we may push for a final 1.4
> release but nothing that takes up too much of our time. Kokua will
> use Second Life v3.2 as a base, we feel the LL code for v3.2 has
> matured greatly beyond v2 and v3 and we'll of course make our own
> modifications to it to make it more "purple" in flavor. It is also
> our intent to finalize the name change from Imprudence to Kokua,
> Imprudence and Kokua are separate viewers and the project has
> historically been called the Imprudence project. The intent was to
> switch from Imprudence to Kokua as the next generation client was
> released but it has been dragged out for quite a while now and
> caused confusion, so we're going to finish the change over to Kokua.
> It's also our intent to give a fresh face to our web presence, to
> update the look and feel of the blog and forum, and possibly
> eliminate some section like the rarely used Q&A sub-site. Our hope
> is that this will make it easier for users to navigate our online
> infrastructure and find the information or support they need. This
> may include the addition of a few simple tutorials about how to use
> the client and how to connect to grids besides Second Life proper.
> Windows 32bit, Linux 32bit and Linux 64bit will be the three
> platforms we focus on primarily. We'll make an effort to get out a
> Windows 64bit and Mac client down the line, but right now we need to
> focus on getting things rolling and these best fit our users
> demographics. We're supporting two flavors of Linux because our devs
> use both Linux 32bit and Linux 64bit, plus it's a big PITA to
> compile the client for Linux 64bit so we'll continue to make a Linux
> 64bit client available. Regarding Windows, at first we'll only
> provide a 32bit client (With SSE optimizations) as we have been
> doing already, the necessity of a 32bit client on Windows is
> questionable as the client can't quite make use of all that ram
> (Yet, but that can change), plus Windows 64bit OSes can easily run
> 32bit programs. Still we would like to release a Windows 64bit
> version at some point to try to see if it makes a difference.
> Unfortunately we still don't have a Mac developer and thus can not
> support the platform, we'd like this to change but it is the state
> of things for now.
> There are other matters besides these that were discussed at the
> meeting, I encourage you to read the meeting transcript on the wiki
> if your curious.
> -Matthew Nitti | ZATZAi
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