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- added dlls: OggVorbisEncoder.dll, OpenJpegDotNet.dll
LMV_unity / Raindrop viewer
A viewer for secondlife and metaverse sims, target for android.
Use Unity engine as crossplatform framework and library galore
Use LibreMetaverse library for client APIs.
Use FMOD for audio
Key findings
Imaging
- System.Bitmap and System.Drawing is tightly integrated into the OpenMetaverse/LibreMetaverse library.
- I have since changed all Bitmap references to unity's Texture2D.
- Bitmap reading/drawing seems to take 100x on android compared to laptop.
- slow GPU uploading? to profile.
- J2C is computationally expensive to decode (to profile; apparently in the order of 0.3s on PC), so we will have to get the J2C from tex pipeline, decode, then save as other raw/compressed textures (bitmap? GPU format?) to disk..
- turn off/ minimal texture fetching when in low-network more (metered internet).
- fetchy-ness factor in settings?
consistency of connection
- limitiation - activity lifecycle
- android kills apps when switching due to memory pressure.
- user may answer a call, causing app to close.
- when this happens, the connection state can be non-determinatistic
- to avoid non-deterministic connection, our best bet is to force a logoff to the server, then reconnect once the app is switched back.
- when this happens, the connection state can be non-determinatistic
- user may answer a call, causing app to close.
- our aim is to:
- preserve the illusion of connected-ness as long as the user did not log off.
- switching-off the app ALWAYS triggers log-off in the client API.
- upon returning to the app
- app is still alive : internally re-connect to server and do not reload scene.
- app is dead : internally re-connect to server. have to reload scene.
- upon returning to the app
- switching-off the app ALWAYS triggers log-off in the client API.
- preserve the illusion of connected-ness as long as the user did not log off.
- android kills apps when switching due to memory pressure.
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