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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+Revision <B>1.10</B>, <i>Mon Nov 13 16:56:31 2000 UTC</i> (19 months, 4 weeks ago) by <i>archer</i>
+<BR>Branch: <b>MAIN</b>
+<BR>CVS Tags: <b>proto_0_2, proto_0_1, nel_0_4, nel_0_3, nel_0_2, georges_v2, demo_0_1, HEAD</b><BR>Changes since <b>1.9: +2 -2
+ lines</b><PRE>
+GNU/Linux
+</PRE>
+</td></tr></table><HR noshade><PRE>/**
+
+\page present NeL General Presentation
+\author Vincent Archer
+
+\section introd What is NeL?
+
+NeL is a complete platform aimed at running massively multi-user
+entertainment in a 3D environment over the Internet.
+
+\section oss Free Software
+
+NeL is also a Free Software project under the GNU General Public License,
+which means all its code is available for everyone to download, examine,
+use, modify, and distribute, subject to the usual restrictions attached to
+any GPL software. See the attached text for more details if you are not
+familiar with the GPL.
+
+\section dev Development
+
+NeL is a commercially funded project which is used to create a massively
+multiplayer role-playing game in a 3D world. This means that there is a
+permanent core of developpers who are paid to work on NeL, build upon it,
+and use it.
+
+The fact that the source code is available doesn't simply mean you can have a
+peek at the innards of the platform. Communication works both ways, so you can
+also contribute to its development.
+Any bug fix, added functionality, optimisation is not only possible, but
+welcome, and improvements will be integrated into the reference platform
+maintained by Nevrax.
+
+NeL is currently developped and tested under GNU/Linux and Windows environments.
+
+\section structure NeL Structure
+
+The platform is currenty built upon 4 different components.
+
+\subsection subnel The NeL Library
+
+The NeL library provides the core functionality required to build a
+multi-user platform. It provides everything from 3D representation to AI to
+network services. It is the true heart of the project, and something that
+makes use of the best available technologies out there. There is a lot of
+room for additions in NeL, from 3D stuff to database to networking.
+
+\subsection subclient The client
+
+The client uses the NeL library to provide a user interface to a
+multiplayer 3D role-playing game environment. The client is a place of
+high opportunity to modify, improve or port to different environments.
+
+\subsection subserver The server
+
+The server uses the NeL library to provide a multiplayer 3D role-playing
+game environment. The term &quot;server&quot; is misleading, as it represents a server
+in logical terms, i.e. something that provides a service. Actual game servers
+will be referred to as &quot;clusters&quot;, since they typically consist of several
+networked systems, acting in close cooperation to run the world simulation
+for the players.
+
+A cluster will scale from a single high-end system that runs the server and
+client at the same time to a handful of basic GNU/Linux PCs for mid-size worlds
+and to large high-end multiprocessor racked systems for professional level
+service.
+
+The server architecture offers lots of opportunities for tweaking, ranging
+from the administrative interfaces, the automated monitoring, backups, to
+the physics of the universe simulation, improvements in distributed model and
+other enhancement directly visible by the users of the system.
+
+\subsection subdata The game world
+
+These 3 pieces of software are completed by game data, which describes a
+working world and game system.
+
+Please note that the game data is not software, and therefore not available under the
+GPL.
+
+As the platform would be useless without a game world, a sample game world
+data is provided, which is enough to run the gaming plaform, enjoy a minimum
+game experience and let the amateur see exactly what he is doing while
+working with NeL.
+
+The game data is produced using a set of tools, notably 3D Studio's Max for all
+3D environment and models, painting programs for textures, spreadsheets for
+datas, and so on. When possible, conversion tools for these software are
+provided to allow people to produce painlessly their own environment and game
+experience.
+
+\section contribs Community
+
+Beside the working core of NeL developpers, everyone may improve the NeL
+platform. There is a supported community for the development of NeL hosted by
+Nevrax in the nevrax.org domain. Various tools are available there to participate:
+
+- A CVS server \c (cvs.nevrax.org) which allows anonymous CVS checkout to stay in
+ &nbsp;sync with the reference platform.
+- A WWW site \c (www.nevrax.org) which allows you to browse documentation, check the
+ &nbsp;CVS tree in a visual manner, and register for participation in the evolution of
+ &nbsp;NeL.
+- A mailing list \c (<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>), dedicated to the communication between all
+ &nbsp;people interested in the NeL platform, regardless of their involvment or
+ &nbsp;amount of contributions. This is an unmoderated, open mailing list. You may
+ &nbsp;subscribe thru the WWW side, or by mailing directly to \c <A HREF="mailto:nel-request@nevrax.org">nel-request@nevrax.org</A>
+ &nbsp;with \c &quot;subscribe&quot; in the subject.
+- A WWW bug tracker that allows you to submit bugs, get notified of their state,
+ &nbsp;and their eventual resolution. All you need is a valid email address to
+ &nbsp;register in the bug database.
+- A submission address \c (<A HREF="mailto:code@nevrax.org">code@nevrax.org</A>) for user-contributed code and patches,
+ &nbsp;where your code is evaluated, and usually integrated directly in the reference
+ &nbsp;platform.
+
+ */</PRE> \ No newline at end of file