meta-impy virtual world viewer
Everything there is to know about onefang's meta-impy virtual world viewer should be linked to from here.
Project details http://onefang.net/redmine/projects/me7v-0
Source code https://github.com/onefang/meta-impy
The meta-impy viewer is based on the Imprudence 1.4 viewer.
I agree with the Imprudence manifesto. I also have my own ideas about how code should be written, and how the mess that is the LL code base should be morphed into something sane. I don't think that moving to the SL 2 code base is such a good idea. Even now still see problems from the move to the SL 1.23 code base. I thought moving from 1.22 was a bad idea to. LL has us playing catch up at their chosen pace. We should just fix up their horrid code and streak ahead of them.
Mostly this viewer development is for me to scratch my own itches. There are some things I might implement that are of general usefulness, or already on the Impy wish list. I will try to write them such that Impy developers can cherry pick those things, then let the Impy developers know. Other developers may join my efforts if they wish, if their itches match my own. We can scratch each others backs. B-)
I will do custom viewers for pay. I'm a very experienced software developer.
I don't really care about SL or LL any more. I don't care for OpenSim that much either, but at least that provides a wider ecosystem. So meta-impy will try to be more general purpose. The LL code base is full of assumptions that it's running on the SL grid. These assumptions I'll remove one by one. A lot of policies LL has I disagree with, and I'm not much interested in enshrining those policies in code.
Note, since I don't care about the LL TPVP, it's likely that the meta-impy viewer will not be TPVP compliant. Meta-impy is made for use on OpenSim grids. It will probably work on the SL grids, but that is not important to me, and not recommended by me. Use at your own risk on the SL grids.
My current plan is to release meta-impy as is, with only bug fixes and whatever upstream add, shortly after upstream make their release. Then I'll start adding in my big projects.