Virtualitty is a network-distributed shared 3D world environment. This means it can be thought of a quake-like environment spread thru several servers (hey you _must_ know what is quake, do you?). It doesnt mean we aim to create a network distributed FPS game, no; What we want, is to provide a universally usable environment. Spread means that you have a dynamically changing geography - i.e. the servers can connect and disconnect from the appearing and disappering. While the user transparently walking thru the world domains actually travels from server to server as internetwide, as transparent. With such a massive goal, we make an accent on world representation efficiency. It means that the target lies at making creation of the world simpler, but not at the cost of too much complexity. * * * These days virtualitty is put off indefinitely. After years and rewrites, C appeared to be an unsuitably powerful language for an one-man do-it-all samurai coding project. Perhaps there will be another day, this time with Common Lisp...
This project has the following developers:
New HTML Parser: The long-awaited libxml2 based HTML parser code is live. It needs further work but already handles most markup better than the original parser.
Keep up with the latest Advogato features by reading the Advogato status blog.
If you're a C programmer with some spare time, take a look at the mod_virgule project page and help us with one of the tasks on the ToDo list!