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diff --git a/cvs/cvsweb.cgi/code/nel/doc/project.dxt?rev=1.10&content-type=text/x-cvsweb-markup&sortby=date/index.html b/cvs/cvsweb.cgi/code/nel/doc/project.dxt?rev=1.10&content-type=text/x-cvsweb-markup&sortby=date/index.html new file mode 100644 index 00000000..7afa47e7 --- /dev/null +++ b/cvs/cvsweb.cgi/code/nel/doc/project.dxt?rev=1.10&content-type=text/x-cvsweb-markup&sortby=date/index.html @@ -0,0 +1,127 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><HTML> +<HEAD><style> A { color:black }</style> +<!-- hennerik CVSweb $Revision: 1.93 $ --> +<TITLE>code/nel/doc/project.dxt - view - 1.10</TITLE></HEAD> +<BODY BGCOLOR="#eeeeee"> +<table width="100%" border=0 cellspacing=0 cellpadding=1 bgcolor="#aaaaaa"><tr valign=bottom><td><a href="project.dxt?sortby=date"><IMG SRC="http://www.nevrax.org/inc/img/picto-up.gif" ALT="[BACK]" BORDER="0" WIDTH="14" HEIGHT="13"></a> <b>Return to <A HREF="project.dxt?sortby=date">project.dxt</A> + CVS log</b> <IMG SRC="http://www.nevrax.org/inc/img/picto-news.gif" ALT="[TXT]" BORDER="0" WIDTH="13" HEIGHT="15"></td><td align=right><IMG SRC="http://www.nevrax.org/inc/img/picto-dir.gif" ALT="[DIR]" BORDER="0" WIDTH="15" HEIGHT="13"> <b>Up to <a href="/cvs/cvsweb.cgi/?sortby=date">Nevrax</a> / <a href="/cvs/cvsweb.cgi/code/?sortby=date">code</a> / <a href="/cvs/cvsweb.cgi/code/nel/?sortby=date">nel</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/?sortby=date">doc</a></b></td></tr></table><HR noshade><table width="100%"><tr><td bgcolor="#ffffff">File: <a href="/cvs/cvsweb.cgi/?sortby=date">Nevrax</a> / <a href="/cvs/cvsweb.cgi/code/?sortby=date">code</a> / <a href="/cvs/cvsweb.cgi/code/nel/?sortby=date">nel</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/?sortby=date">doc</a> / <a href="/cvs/cvsweb.cgi/code/nel/doc/project.dxt?sortby=date">project.dxt</a> (<A HREF="/cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date" target="cvs_checkout" onClick="window.open('/cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10','cvs_checkout','resizeable,scrollbars');"><b>download</b></A>)<BR> +Revision <B>1.10</B>, <i>Mon Nov 13 16:56:31 2000 UTC</i> (20 months 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 "server" 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 "clusters", 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 + sync with the reference platform. +- A WWW site \c (www.nevrax.org) which allows you to browse documentation, check the + CVS tree in a visual manner, and register for participation in the evolution of + NeL. +- A mailing list \c (<A HREF="mailto:nel@nevrax.org">nel@nevrax.org</A>), dedicated to the communication between all + people interested in the NeL platform, regardless of their involvment or + amount of contributions. This is an unmoderated, open mailing list. You may + subscribe thru the WWW side, or by mailing directly to \c <A HREF="mailto:nel-request@nevrax.org">nel-request@nevrax.org</A> + with \c "subscribe" in the subject. +- A WWW bug tracker that allows you to submit bugs, get notified of their state, + and their eventual resolution. All you need is a valid email address to + 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, + where your code is evaluated, and usually integrated directly in the reference + platform. + + */</PRE>
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