Note this was the old instructions on how to install OpenSim for the Raspberry Pi which can still be found here. It does not need it anymore as Mono 3.x was compiled and fully functional at the time of this posting.
OpenSim + Raspian hard-float = What was once broken now works!
A while ago we decided to go into a journey of OpenSim. For those who are new to metaverse software; OpenSIM (Or OpenSimulator) is a program that emulates the back-end resources of a commercial metaverse known as “Second Life”. The client or front-end that connect to OpenSIM are third party clients such as firestorm and singularity. We liked working offline from SecondLife and keeping a backup of my stuff. What better way to do this then to keep it on something low-powered like a Raspberry Pi?
StepMania love coming at you! This is a quasi blog and guide on how we got our dance pads to work good with StepMania thanks to the I-PAC. Just keep in mind that my solution is not the cheapest in the world. We were going for a solid solution when I moved my pads from PC to PC.
It appears that some people were interested more in how to extract characters from StepMania in order to understand how the process works. I should note that you should only do this if you want to get a better understanding for how StepMania characters are designed and how the program re-assembles the data structure once it was received. So this is an add-on tutorial explaining how to take a character that you may have downloaded from this site. and then how to view it in MilkShape and even have it animate right before your eyes!
Install all of those dancing characters in StepMania 5.x!
When it comes to Stepmania and the characters that we’ve made. It’s a modders obligation to provide adequate instructions in how to install this so just about any person can follow throw and have dancing characters to go with their favorite game of rhythm. In this blog entry you will find how to install not just our StepMania characters but practically almost any StepMania character that you so happen to find on the net. So without further delay lets begin!
Bullet is the modern physics engine that the OpenSim development team are heading towards during the version 8.x builds of OpenSim. Although it’s only bullet version 3.x it provided a more robust collision detection for regions to make them feel more like the Second Life regions. It is uncertain of Bullet development will continue with the introduction of AviNations code-merge of their updated ODE Physics which allow for better prim sitting and vehicle crossing from region to region. Currently, although you can follow all of the steps and compile bullet onto your Arm based Pi. Bullet simple does not run and you must run Bullet in XNA mode which isn’t optimal.
Update 11/25/2015: ODE / OpenDyanamics engine instructions have been updated to reflect the following changes to OpenSim 9.0 after the merging of code. If you are still looking for the original instructions feel free to click here. as of 11/26/2015 a massive update to the ODE physics called ubODE was introduced to many of the OpenSim environments. Making it run better then bullet on slower machines such as the Pi.