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, [https://en.wikipedia.org/wiki/Representational_state_transfer ReST] principles are used for communication.
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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/
Author: Muhammad Ali aka computerex aka Majid
Current version: Unknown
Compatibility: Unknown


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

http://orbiter.world/tele

See also