Difference between revisions of "Orbiter.World"
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(Created page with "{{Addon| 1=[http://orbiter.world/ http://orbiter.world/]| 2=Muhammad Ali aka computerex aka Majid }} '''Orbiter.World''' was announced in this [http://orbiter-forum.com/showt...") |
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* ClientPersister - polls the server for object states and displays remote vessels accordingly | * ClientPersister - polls the server for object states and displays remote vessels accordingly | ||
− | The used communications protocol is HTTP, the payload is JSON-encoded. In essence, [ | + | The used communications protocol is HTTP, the payload is JSON-encoded. In essence, [http://en.wikipedia.org/wiki/Representational_state_transfer ReST] principles are used for communication. |
==Online Servers== | ==Online Servers== |
Revision as of 14:44, 25 May 2017
Project home: http://orbiter.world/ |
Orbiter.World was announced in this thread on Orbiter forums.
Status
In May 2017, with the announcement of the project, a working prototype was released. The source code is publicly available by means of a GitHub repository.
Technology
Orbiter.World uses a server/client concept with polling mechanisms. Clients use 3 Orbiter plugins:
- mjdcontroller - synchronizes the current simulation to the server time
- ServerPersister - allows to "persist" a simulation object so its state gets send to the server regularly
- ClientPersister - polls the server for object states and displays remote vessels accordingly
The used communications protocol is HTTP, the payload is JSON-encoded. In essence, ReST principles are used for communication.
Online Servers
See also
- Multi-player -- an overview of multi-player add-ons for Orbiter
- OMP
- IRCMFD
- Multiorb
- Orbiter MMORPG
- Project Hamac