From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- .../code/nel/doc/project.dxt?rev=1.10&sortby=date | 114 +++++++++++++++++++++ 1 file changed, 114 insertions(+) create mode 100644 cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date (limited to 'cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date') diff --git a/cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date b/cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date new file mode 100644 index 00000000..ab6a41ed --- /dev/null +++ b/cvs/cvsweb.cgi/~checkout~/code/nel/doc/project.dxt?rev=1.10&sortby=date @@ -0,0 +1,114 @@ +/** + +\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 (nel@nevrax.org), 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 nel-request@nevrax.org + 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 (code@nevrax.org) for user-contributed code and patches, + where your code is evaluated, and usually integrated directly in the reference + platform. + + */ \ No newline at end of file -- cgit v1.2.1