developer: Linden Lab
Note: see the LSL Wiki for more info on many of these features.
engine: proprietary; OpenGL only
- atmospheric/environmental effects
- dust: impacts, anything
- shaking: customizable
- shards: customizable
- smoke: anything
- sparks: anything
- steam: anything
- water: ripples
- weather
- clouds (moving; cellular automata), rain, snow; see particle effects
- stars twinkle
- wind: clothing, hair, particles, trees; varies (direction, velocity)
- other: explosions, fire; see particle effects
- collision detection: vertical angle adjustment
- lighting: dynamic, colored, vertex & lightmap; day/night light cycle, coronas (debug only), blinking; anything
- particle effects: anything
- physics: Havok 1 engine
- gravity: avatars, objects
- friction, inertia, momentum: anything
- reflection: see environmental texture mapping
- shadows: vertical angle adjustment, ovalular masks; avatars, large objects
- skeletal animation: yes, Poser BVH
- texture: 24-/32-bit depth; TGA import, JPEG2000 convert, BMP export
- filtering: bi-/trilinear, anistropic
- mapping: bump, mip
- transparency: anything
- other: LOD, pixel-shading (terrain water)
player model
- character: skin, facial animation; customizable
- footsteps: default
- moves: crouch, jump, run, shoot, strafe, walk
- view: 1st-/3rd-person
- pan/rotate: keyboard/mouse
- zoom: mouse; FOV change
level/world design
- # levels: 1 world, many sim(ulator)s
- location: anywhere; islands
- cutscenes: no
- level editor/modeller: integrated; primitives (parametric meshes)
- environmental interaction
- break: customizable
- explode: customizable
- move: anything (with physics enabled)
- open: customizable
- pickup: anything
- ride: anything
- other: build
- puzzles: customizable
- traps/hazards: customizable
weapons: customizable
NPCs
- customizable
- AI: follow, attack, push
inventory: calling cards, animations, landmarks, objects, pictures, screenshots, scripts, sounds, textures
other
- sound: stereo, doppler effect; FMOD