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Introduction |
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Second Life (SL) is an immersive, three-dimensional (3D), on-line, interactive, multi-user, real-time, building/chatting, virtual reality (VR) environment. Overhyped buzzwords aside, SL is basically a 3D multi-user level editor.
Compared to Active Worlds (AW), SL is, generally, light years ahead. However, AW supports DirectX, OpenGL, and software rendering; SL only supports OpenGL. AW has better lighting (before SL 1.9.1 for the most part but AW still can do spot lights while SL can only do point lights). AW 4.1 has particle effects with more options than SL. AW allows external models while SL is limited to propietary primitive building (no vertex-polygon modelling). Any AW citizen can run a world (SL "simulator") which can be much larger than an SL sim at a fraction of the cost! Also, AW isn't run by a dictatoral, oppressive company as Linden Lab is who develops SL (though AW has had its share of stupid pet developer antics as documented on my AW history).
See how SL compares to other 3D games. See Links for another person's comparison.
10/2: Fixed copyright registration link in 8/1/6 history entry yet again (what's so hard about the US copyright website putting a redirect?? Idiot web"masters"...).
8/11: Fixed copyright registration link in 8/1/6 history entry. Also, seems LL now has an F rating from the BBB--why am I not surprised? I'm just wondering why no one has brought a class-action lawsuit against LL yet still...
7/12: Put Links at bottom and reworded AW-SL comparison in intro. 6/28: Added Improvements > General > abuse/griefing > "suspension/banning" and put "PvP abuse report log..." under it. Added more info to Tips/Tricks notes. 6/25: Improvements > UI - particles - transparency/scale times. 6/24: Improvements > UI - various editor updates. 6/23: Improvements > UI - expanded Script Editor, added media controls and "multiple tabs" (to IM), tweaked Particle Editor. Updated fog for SL 1.10. 6/22: Improvements > Particle Editor redesign, Script Editor redesign (in-progress). 6/21: Improvements > Camera - expanded/renamed "vertical rotation while sitting on prim" to "sitting" and added "limb distortion" and "mouse control customization"; Tips/Tricks - "particle count increase"; Avatar - expanded "attachments" a bit and added "appearance"; Inventory - "gestures"; Script Editor - "'Script Search' window". Tweaked section/menu font formatting. Added SL Support/General Wiki to links. 6/20: Improvements > UI - Particle Editor, "text-entry field character counter"; Object Editor - added "Texture" and "Object" tabs and explained various things. 6/19: Improvements > UI > Object Editor - added "Features" tab, redid javascript table to separate top (edit mode) pane from tab pane, and added some details to "General" text. 6/14: Improvements > Building - added scaling to edit particles. 6/11: Improvements - restructured UI (and added inventory), IM - added some pix showing the current IM window (redesigns coming soon), added LOD, and spaced out more. More layout changes: moved links under news/updates, intro to very top, and another menu at the bottom. 6/10: Improvements > IM - updated "remove redundant toolbar". 6/9: History - added 3/5/6 quote and bolded dates. 6/8: Changed layout a bit. 6/6: OK, just tried the profile and object editor javascript effects in Internet Explorer and they're screwed; just get Firefox and be done with IE forever already! I no longer code for IE. 6/4: Inventory - added some original tab images to profile. 6/3: Inventory - renamed "fluff" to "animation", added image to object editor. 6/2: Added SL History Wiki to links (and fixed its anchor). 6/1: Added "increase flexible prim framerate" to tips/tricks. 5/13: Added "1st Life" to profile. 5/11: Added profile (in-progress) to UI. 5/3: Added patch benefits to bandwidth and "axis transform handles" redirect to building. 4/25: Tweaked news/updates spacing. 4/24: Improvements - Added better color example to map; "starting" fixed. 4/23: Improvements - Added "uploads" to bandwidth. 4/20: Improvements - Added Torley Linden's "starting" comment, camera reset (start/stop flying), fog, and today's Steve Linden light comment; minor alphabetical sorting correction. 4/18: Improvements - Added Yadweb Linden's UI comment. 4/12: Added counter (finally). 4/10: Added apparent SL core 3D engine developer, RealityPrime, to links. 4/7: Improvements - Added "integrated modeller" to building. 4/6: Improvements - Added Ageia to physics, "open-source" to "general", 3D Engine, "unsitting" to avatar, and various Linden comments about various things. Moved "client-side vs. server-side" to scripting and "lighting" to 3D Engine. 4/5: Fixed settings.ini parameters (should be "SelectionHighlight..." not "HighlightSelection..."). Improvements - Added more info to lighting. 4/4: Improvements - Added simulator, more info to lighting, and "flexible prims" to physics. Colored some Linden text (like in the forums) to make it easier to distinguish from normal text (italics just weren't working for me). 4/3: Improvements - Added avatar. 4/2: Improvements - Various things I don't particularly feel like mentioning specifically. I need a wiki or something... 3/30: Improvements - Updated camera FOV and added/edited other various things. 3/28: Improvements - Reworded IM's new message indicators and added a version for chat. 3/24-26: Improvements - added even yet still more ideas--when will it ever end?! Why, until they're implemented, of course. :) 3/23: Improvements - added even still more ideas, section links, and an icon. 3/22: Added still more ideas to Improvements; and split up, and added more, to Tips/Tricks; and added section links. 3/21: Added more ideas to, and renamed from "Feature Proposals, Improvements. Looks like I'm going to have to create another page just for them, eventually, like I did with Active Worlds' improvements. 3/19: Added Ideas subsection (and some ideas) to Feature Proposals. 3/14: Added Feature Proposals section. 3/10: Added Tips/Tricks section. 3/7: Added 3D Engine Database and another Gamasutra link. Tweaked news/updates section.
3/17: Reverse-sorted history. 2/26: Tweaked layout. 2/20: Added SL 3D game comparison link (still not officially added to 3D Game Comparison). 2/18: Created webpage. |
2013 11/22: Well, well, well, it seems my wondering has become a reality and someone has finally filed a decent lawsuit against Linden Lab that may actually yield some results. Unfortunately, there is no option (yet) to get one's items back without having to sell them on the Marketplace (which will be a problem with full-permission items since then anyone can do anything they want with them instead of only the creator). I would prefer to have a third option of having everything transferred to an alternate account or, better yet, simply reinstate the original account which would allow full access to one's items, L$, and land. If you agree, please email info@secondlifesettlement.com and suggest these options. 2006 8/10: I finally received a reply to my BBB complaint. Ginsu Yoon, Gen. Counsel (lawyer) for SL replied, saying my "account has been cancelled for numerous violations of the terms of service". However, no details as to WHICH supposed violations and no response to getting my content. 8/4: I called the US Copyright office and they said a tangible copy of my work is required--which could be a screenshot printed out. However, again, if I can't access my content, I can't get a screenshot of it. They told me to "work it out" with the company (LL). Shyea right...through a lawsuit, most likely! 8/3: Finally, I got ahold of someone at LL via voice. He (Mark? I don't remember the name) said I would be getting something in the (snail) mail about my suspension and that my account was under review for a permanent ban from SL (but that I should be back in SL--but that could've just been a canned response to make me feel better). However, no resolution to no responses from the abuse manager (which this Linden alluded to was male and that it was the abuse manager's discretion whether or not to reply to appeal emails). The whole appeal process is a joke and this Linden said that LL feels pretty confidant they can close accounts when they want. Sorry, but they can't--not when LL claims its users OWN its content and then denies access to that content. That is a lawsuit waiting to happen--and I'm going to make it happen--even if I get access to my account back. Why couldn't LL just email me saying I was going to receive something in the mail about my possible permanent ban--especially since my supposed 2-week suspension was over last Tuesday? Sheesh. 8/1: A suggestion from Marc Bragg to register a copyright ( 7/29: I filed a Better Business Bureau (BBB) complaint against LL. I urge anyone else who feels they were treated unfairly by LL to do the same. The more complaints against LL, the more likely the BBB will take action and a lawsuit can be built up against LL. So far, 2 other complaints have been filed against LL, according to its BBB Reliability Report. 7/28: I called LL yesterday but, of course, didn't actually get a live person so had to leave a message--at around 12:45PM (during normal business hours but they could've been on lunch). But, still, pretty sorry customer support that isn't available during the lunch hour. Another alt is locked out of the forums (and SL) that I never even posted a message with (as was my Eep Twin account which also had content and I will also be suing LL for) and was just monitoring some threads. So I create yet another alt, log into SL (via a handy dandy MAC address randomizer to get past the silly computer hardware ID block), and ask Adam Linden for assistance (since I talked with him before when I was wrongly suspended from some in-SL abuse--and he removed my suspension) but didn't tell him who I was and was vague in what my situation is: just that LL has failed to reply to my email/voicemail and what else to do. He replied with the usual LL spiel to contact support (he failed to read what I initially wrote carefully enough, of course) then said he was sorry but he had to log me off--and with that I was ejected from SL and that alt account was suspended for an hour. What the hell, LL? Appeals are useless--in ANY form. It looks like a lawsuit is going to be the only way to deal with them. Oh and it seems I'm not the only one getting unjustly suspended. Cristiano Midnight was suspended for 3 days just for bringing public attention to an exploit bug.
7/24: From SL's IP Rights page:
You agree that even though you may retain certain copyright or other intellectual property rights with respect to Content you create while using the Service, you do not own the account you use to access the Service, nor do you own any data Linden Lab stores on Linden Lab servers (including without limitation any data representing or embodying any or all of your Content).
7/18: STILL no response from LL (aside from Beast Linden replying to a bug report I sent weeks ago--obviously LL's left hand doesn't know what it's right hand is doing). If you would like to join the growing lawsuit against LL for various issues: land dispute, witholding inventory contents a user creates and has a right to, and other unjustified bannings, suspensions, etc, email me. LL isn't god–-even of their own domain–-and are subject to laws in the society of which they are apart of: San Francisco, California, USA. They WILL be held accountable for their actions and cannot get away with these things. 7/15: No response from LL yet but I am attempting to seek counsel with Marc Bragg, a lawyer who has a lawsuit against LL over land. Perhaps the more people who combine into a single force against LL will curb its ridiculous dictatoral behavior towards its users. Other forum threads of interest: Linden owns us, can't access SL at all?, and appeals are useless, all posted by me, Eep Quirk, on alternate accounts. Instead of listening to reason, LL would rather ban all alts it finds (or wipe the evidence against them as Elle Pollack did as described below). 7/13: Linden Lab's rules are fucking ridiculous. Why the forums are explicitly linked to one's Second Life account I just don't understand (or accept). Obviously, discussion forums can and do become MUCH more heated than in SL. I can no longer even login to SL from my machine; it appears I've been banned from SL permanently but LL hasn't communicated anything to me about it other than the initial "disciplinary action" email 2-week suspension and permanent forum banning (at least on my main account, initially--alternate accounts have since been banned too as I've been trying to reply and defend myself. Elle Pollack (an apparent resident moderator), has removed all related posts from the aformentioned thread so it's like there's not even any history of this gross violation of my civil liberties--not even in a search. The only proof I now have is a reference to the thread in THIS thread and a total post count for my alternate account, Eep Orr in the forum profile. Un-fucking-believable. LL is simply too dictatoral and tyrannical. I will be pursuing legal action against them if I cannot retrieve my content I have spent the last 1.5+ years creating and which *I* own the rights to explicitly. LL is not god--not even of their own domain. They still have to follow the rules and laws of the greater society of which they are a part of: the United States of America. I will fight this oppression as far and as long as it takes before I get justice. I don't believe I've done anything wrong and, hence, should not be treated like this by some power hungry Lindens and other residents who have a vendetta against me or whatever. This will NOT end well for LL, let me tell you this now. I live fairly close to LL and will go there physically if I have to.
6/22: Jesus fucking Christ--another 48-hour SL History Wiki suspension--for what?!?! God damn... 6/18: And still yet another suspension (7 days)--most likely from Torley Linden in this thread. Gee, I hope the other idiots got suspended too, but probably not. Getting sick of this Linden Lab dictatorship... Good thing I have my free alt. Wee...<eyeroll> 6/13: Seems the wiktators can't even count right; my ban was lifted after 60 hours, not 48. Idiots... 6/10: Welp, as I suspected, I've now been suspended by Eggy from the SL Histoy Wiki for 2 days. (He even suggested I'm autistic.) Ridiculous. At least my SL suspension is over though. <eyeroll> 6/9: You know, I'm getting REALLY sick of wiktators (wiki dictators). You know the kind: an egotistical wiki admin who feels the need to revert a person's edit because he doesn't agree with it, won't listen to logic, and just generally acts like an asshole. This is what's happening to my edits at the SL History Wiki lately and I tire of it. Oz Spade and Eggy Lippmann, 2 of the wiki's admins, want to expand the wiki's scope but obviously not to the extent of being THE SL Wiki (despite having expressed interest in doing so before I started adding so much CONTENT to the wiki). These guys don't know what the hell they want and should NOT be in charge of the wiki! It's bad enough their organization, spelling, grammar, and punctuation skills suck... 6/8: Yet another suspension--this time for "only" 3 days due to some supposed forum "spamming, trolling, flaming". I'm pretty sure it resulted from this thread after Torley replied to my reply about LL getting its act together in terms of bloatware SL updates wasting bandwidth. I was replying and went to preview it when I found out I no longer had "permission to access this page". Here's my reply:
3/10: Well, I'm sort of out of smurf mode...again--it comes and goes. Gus Plisskin was kind enough to let me keep a little smurf village in Montmartre for about a month but it will be gone in a few days as he begins Montmartre's redesign. Thanks, Gus! 3/5: ImFreakinBad Raymond: "this is a headache waiting to happen" (regarding my "tri-inverse rotating planar cut sphere axis" sculpture). :P 1/18: more smurf pix (smurf village1*) 1/16: Smurfs: house (added skylight, attic, "camoflauged" the portal--added hinge brackets--and skylight door outsides so they look like the mushroom texture, shortened hoist and tweaked its pivot point, made balcony opening look better), farm (field strips, fences, tools, etc), grass strips (small and large), forest tree (stump merged with it, another branch, vines hanging down, vine up trunk, hollowing), mushroom variation, bookcases, tall stool, closed book, cart (acorns), round table, village model, ax, water can, log, fixed nail sparkle, Painter Smurf av 1/8: Smurfs: lawnmower, fence, Poet's harp, the forest tree is branching out (literally), house hoist "tied down" and given a pivot so it swings, grass clump, Handy's tools (saw, more mallet variations), open book (added to tweaked podium), big tree stump (+ hollow), various furniture (stools, chairs, a couch), daisy flower 1/3: Smurfs: shovel, crutch, bandaged foot (lost in stupid SL crashes), millstone (in-progress), smurfberry juice, podium, dresser/nightstand, hoist for house, new bucket 2005 12/28: Another smurf village and a smurf house closeup (which now has 3 windows, roof portal, a barrel, and a bed). Created cart and windmill and added a mushroom, 2nd branch, and some tall grass blades to the smurf forest tree. 12/18: I'm back into Smurf mode: working on a windmill and storehouse. 11/4: Yep, still working on particles and sculpture--tho more sculpture than particles lately. Besides the "standard" rotating stuff I tend to make, I'm also getting into animated primitive parameters, which makes for some cool dynamic stuff at the expense of causing server lag--too bad there's no client-side llSetPrimitiveParams function cuz the .2-second delay between calls really sucks! 8/18: Particles and sculpture, particles and sculpture, particles and sculpture--it seems that's all I ever work on anymore...oh and a warp core (ala Star Trek: The Next Generation), a pendant necklace, and a sapphire ring. 5/24: These past few weeks I haven't been focused on anything in particular though I guess LEGO stuff is the largest chunk of things I've made: mini-figures (generic, space) and some of their parts (baseball cap, hair--in progress, a wrench, walkie-talkie--in progress), some basic blocks (but still need to set the scale), and a 10m² baseplate. Other stuff include more UFO tweaks, an SL hand logo, and a monolith that resets its position/rotation (like the Linden domino). Today I tweaked the Smurf hat to look less like an Indian boy's turban and created a Clumsy Smurf head (oversized hat that covers his eyes partially). 5/4: Created appliances: washer (washing machine) and stove (both with opening/closing doors); counter, 64oz carton, and jointed hanging frying pan. Tweaked Pandora's swing so it would, er, swing. ;) 5/3: These past couple weeks I've mostly been tweaking Pandora Jensen's fishtank: aerated (bubbles) treasure chest with opening/closing lid, opening/closing clam shell, an aerated deepsea diver's helmet (with twitching hose), water filtration system (with aerated tube), a snail that moves back and forth, fish (so far 2 blue Tetras and a clownfish) that move mostly realistically (though still need tweaking), opening/closing tank lid, particle fish food flakes, etc. I've also been working on a house floorplan for Kitty. 3/17: These past couple weeks I've been working on a Stargate mostly, though I had started it a couple months ago after the creator of another Stargate didn't like my suggestion about how to improve his. More Smurf stuff: added a "deep" bottom, bucket, and torch to the Smurf well; created first sit-target on a Smurf log chair. Added random movement/particles to UFO (initially created a month or so ago). The chicken also now lays eggs with chicks that move/hop around randomly and sqeak. 3/3: Tweaked smurfberry bush to regenerate (grow) smurfberries once picked--still needs work. Created FedEx large box, tracker (in-progress), envelope, tube, medium box, and small box. 3/2: Added random parameters for sparkle (and other) particle's color, interval, size, etc. Textured diamond ring - double infinity. 2/24: Added script to stoplight (which I made a week or so ago) to make it keep the lights on for approximately correct amounts and want to add a sensor and multiple light states (blinking red light only, yellow light only). 2/21: Modified Cailyn Miller's chicken to lay eggs which turn into omeletes or hatch chicks when clicked. Created cave and crystals (which will be mineable--hit enough to break loose). 2/20: Created Grouchy, Miner, and Harmony smurfs; tweaked Smurfette's head. Modified dirt pile to emit dust when walked on based on my leaf pile's leaf poof effect when walked through. 2/?: Experimenting with simulating suction and repulsion/wind with buoyancy. Smurfs are born! A mushroom house, generic/normal smurf, Handy, Brainy, Papa Smurf, Smurfette, Greedy, Vanity, Grandpa, Hefty, and Lazy, so far! I plan to create an entire smurf village (ideally in its own smurf sim if I can find someone to back it)! :) 1/?: Learning particle effects and have created weather (rain, snow, hail, etc). 2004 12/14/04: I joined SL and almost immediately began recreating some of my urban AW objects (the first being a pallet) and experimented with the physics engine. |
Tips/Tricks |
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settings.ini
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viewerart.ini
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Improvements |
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Second Life has a lot of features Active Worlds doesn't but still lacks a few--and has many bugs/annoyances of its own that need improvement.
General
Just wanted to add that pending rigorous testing to make sure this bug has been squashed flatter than a classic video game sprite, it should be fully resolved shortly and included in a future set of release notes.(Torley Linden, 4/19/06)
It's just about being efficient and not being unnecessarily wasteful.
The main obstacle in my mind is the protocol that SL currently uses. It has evolved into something unlike what we originally thought it would, and now has obvious shortcomings that we are scheming on fixing. I'm afraid that if we were to open it all up now it would snowball into an unmanigable mess like the open Netscape project before it was scrapped and reborn as Mozilla. The only way I think Free/OpenSL would work would be if LL were to clean up and stabilize the protocol so that it was easily extensible, then release a sample client implementation, and eventually the servers (which really aren't ready for a sparsely distributed system yet).
An open, distributed, shared network was part of the plan from the very beginning when Philip was telling me about it over lunch that first week I came down to San Francisco, and as far as my opinions sway it is still part of the plan.
My recommendation: stick around and see what happens -- it might be interesting.
Incidentally, the back end of SL is becoming increasingly dependent on free or open-source (FOSS) software. Each simulator node now runs a squid, uses libcurl, and a few other FOSS components. It is possible that future nodes will be running MONO and jabber as well. It would seem a shame (it seems to me) to not contribute something back to the whole happy wonderful world of FOSS, preferably FS. (Andrew Linden, 4/6/05)
My intuition is that open source and open standards are the only way to go for SL long term - for us to reach the whole world in the way that the web has will probably only happen under this sort of model.
I don't think becoming more open would be a bad business move for LL, because there are so many central services that we can offer for a fair price - once SL goes to truly global scale those charges can create a very large and sustaining business.
Pragmatically, there are things that need to happen to make this possible:
We have to preserve some sort of system to protect the rights and permissions of content. This means that in some manner the servers must become untrusted - a 'man-in-the-middle' from a crypto perspective. Today, the SL servers are totally trusted - if you owned a server you could take all the money and copy all the objects of anyone who walked into it. I can imagine that long term you get a notice on entering insecure servers, and you can choose what objects and how much money you want to 'carry' when you go in. Coding this is going to be a big change, and lots of work.
Additionally, as also discussed here, we need to make the protocols between servers very simple, so that folks can start from scratch with server code if they like. HTTP got really widespread in part because it was really simple - you could write a basic server in a few hours. Ideally something like SL needs to be comparably simple - you should be able to write a 'hello world' server and connect it to the grid very easily.
Projects like OSMP are great, and something that helps us understand what priority we should give to these changes. Ideally I'd like to see the metaverse get built as quickly as possible, which means that everyone is working on interoperable code and content. If big projects get underway that are challenging SL in scale and capability, it means that we are doing something wrong - not being open enough fast enough. (Philip Linden, 4/6/05)
I think one of the things Philip was saying in regard to OSMP and VU was:
"If a FOSS metaverse approaches SL's feature set before SL goes FOSS then LL loses the race." (Andrew Linden, 4/7/05)
I may have misinterpreted Philip's statements in my rewording since I made my version seem a bit more prophetic and sudden. In the long term the future of persistent virtual worlds is bright. If SL ultimately fades from view it will only be because whatever replaced it was much better -- whatever it is, I think it will be FOSS which is why I think LL should ultimately move SL in that direction if we want SL to remain a contender. (Andrew Linden, 4/7/05)
We have in the works a more advanced materials system that will give users control over specular properties (i.e. allow a material to reflect light other than its base color, so a red texture could appear white when close to a white light). I hope to have it out some time this summer, but no promises, we have a lot on the schedule right now. (Steve Linden, 3/29/6)
In HW + SW, the closest X (again, 6 I think) lights are rendered in hardware, just like the HW option. Lights further away will use a software mode to render and light the objects around them. If there are only a few lights within view, then performance for HW + SW should be very close. Shadows are done in software, I think (hedging my bets here, sorry), and therefore may only make sense as an option if you are already doing some lighting in software (SW). (Kelly Linden, 4/4/06)
Lights will be something completely new. Each prim will have the option to be a light which will enable a set of light properties. If you make all 6 prims in a link set a light, then yes it will use all 6 lights. As for jewelry - ALL existing light objects will become 'full bright' and will no longer be lights. Additionally the color and range (and fall off and cut off) of light emitted from a Light is no longer related to the actual size, shape or color of the Light object. These will all be completely seperate settings. It will be possible to set exactly how far the light from a Light will reach, for example, rather than being determined as a function of the size of the light object. The max range for light to reach will be 20m - no more 10mx10m pink wall turning your whole plot pink. (Kelly Linden, 4/5/06)
A more correct night sky would be nice. I think we decided to not make it too flashy in an effort to help keep the render FPS as high as possible, figuiring that the non-moving stars wouldn't bother too many people. There is much to the night/day cycle that is unrealistic. (Andrew Linden, 5/5/05)
When Havok-2 is initially released it won't have many new features. We'll be happy if we manage to prevent deep-thinks and make things run a little faster.
Once Havok-2 is happily doing everything the old physics engine used to do we'll start working on adding new features. Some of the features we'd like to get done are: more complex dynamic objects, better vehicles, new shapes, fixed joints and constraints (hinge, point-to-point, etc), new constraints such as ropes and chains, better collisions between avatars, colliding attachments, and more advanced script sensors such as raycast queries. New features will be released when they are done. (Andrew Linden, 7/17/05)
The short answer is that we will of course keep our eyes on this technology but it is not currently planned for use in Second Life. In the short term (1-2 years) I doubt SL will be jumping on this technology since the PPU systems will probably evolve quickly, be unstable, and/or be expen$ive. We'll probably wait and see.
Cell-CPUs and multi-core CPUs could prove to be a competing technology to the PPU -- potentially making a dedicated PPU add-on card obsolete (anybody remember math-coprocessor cards?). We know these technologies are coming, will be ubiquitous, and that the manufacturers will be looking for killer apps that will drive people to upgrade. Games have traditionally been a huge driver of demand for faster technology, so Intel, IBM, AMD, etc will be probably be interested in writing physics SDKs that are optimized for using their CPUs.
In the medium term (2-5 years) SL could probably start doing some physics simulations on the client for fluff effects and reducing the need for updates from the server. For this stuff SL might be able to take advantage of any PPUs on resident's home machines.
In the long term (5 - 20 years) the PPU, Cell, and multi-core technologies serve to carry Moore's Law into the next generation. The general consensus is that we're approaching the beginning of the end for speed boosts from smaller microcircuitry fabricaton, but that doesn't necessarily mean Moore's Law is going to fail -- paradigm shifts in technology (can anyone say Cell, stacked CPU cores, PPU, embedded programmable gate arrays, optical computing, quantum computing?) will probably continue carry computing speeds forward. We at LL are counting on Moore's Law to remain true for several more cycles. (Andrew Linden, 3/11/05)
llSetForce and llSetBuoyancy can fake more mass but the physics engine, Havok, tends to make the prim/object "bouncier"--takes longer to settle into place as it vibrates/shakes/jitters around, and even stops at an angle when not fully touching a surface--it's odd. Prim mass should be adjustable via a llSetMass function.
The main problem right now is not the load on the physics engine that springs would produce, but maintenance of the collections of objects of the springy objects. That is, keeping track of the sets of objects that are connected to each other by springs. Havok-1 does not maintain such lists so we would have to write the maintenance code -- Havok-2 automatically maintains such lists.
This is a feature that is actually near and dear to Philip's heart. A loooong time ago, before Havok, we had some springs in our simple physics engine. One problem we had was stability -- if you do simple simulation math and throw a lot of springs together you end up with instabilities. Havok uses implicit methods for solving their "springs" which are a little bit more expensive, but much more stable. (Andrew Linden, 2/16/05)
...there are a lot more UI changes for textures/materials coming in the future, and I'm sure it'll be much more intuitive when we get it all sorted out. (Yedwab Linden, 4/17/06)
For example, my screen resolution is 1024x768 and I have the inventory, IM, and minimap windows open all the time and even with the inventory window at its minimum width and the IM window 5 rows high, this blocks a good bit of the 3D pane--worse with the object editor and chat history windows open. Since the inventory window can easily become very long, it is a prime candidate for dockability and 3D pane adjustment. The object editor window is expandable enough to warrant dockability too.
Check out Active Worlds 4.1 (used in Wells Fargo's Stagecoach Island) to see how this would work--and with dockable/hideable window tabs , and maximum 3D pane . Obviously, with a proper, skinnable interface, it wouldn't have to look like Windows (though I prefer that style). SL's interface colors are fairly customizable but it's a pain.
Or, as Strife Onizuka suggests, a submenu named "Scripts in Selection..." (but I'd suggest "Selection Scripts" to save 3 characters or "Selected Scripts" to save another character) with entries: "Start", "Stop", "Reset", and "Recompile".
I would expect the free inventory theshold to be adequate for most people's needs, however I don't know the average size of inventory, nor what the inventory size distribution curve looks like. I'm sure that if we were to try to implement such a system whoever was in charge of setting the values and costs would try to pick reasonable values. You know the phenomena where 10% of the population use up 90% of the resouces? I supect the inventory size distribution would exhibit that behavior.
Someone who wanted a large inventory might opt to just pay for the extra storage. I'd also expect the price of such a service to be affordable enough to be used by many while still providing incentives that would convice many others to maintain a reasonable inventory (i.e. removing V1.03 of ObjectFoo when they are currently working out the bugs on V3.25).
Anyway, this isn't on the roadmap that I know of, just something that we've discussed and are thinking about.
...
The main reason why [saving inventories locally vs. on the server] would not be possible is because not all of your inventory is fully permissive -- we would only be able to store stuff that is 100% owned by you. However, if we did allow you to store your own creations locally, then you could then modify them locally and possibly re-upload the result as a new item. (Andrew Linden, 6/29/05)
Another way to present scripting is to start out with what the user wants to do (set something, get something, etc) then ask when that will happen (on rez, when touched, if the object hits something, etc). With just simple language, higher-level functionality can be translated down into lower-level code. Of course, more complex scripts will most likely require code-level editing but for many simple scripts, this GUI editor should suffice.
The problem is: SL has an integrated "modeller" but it just sucks. SL tries to do too many things. While I would love to see an integrated 3DS Max-level modeller in SL, until LL and Autodesk (3DS Max's developer) team up, I doubt that'll happen anytime soon (but it should--and it will in another app eventually).
Obviously, collaborative modelling is where 3D is heading towards, as is evidenced by 3DS Max's continued addition of asset management sharing. It's only a matter of time before multiple users can model simutaneously, creating the scene in real-time--just like a movie set. The integration of movies and 3D animation will only push this even further. Pixar's RenderMan may already have this capability, but Maya and Max (both now owned by Autodesk) are used extensively and are more popular.
Will Autodesk eventually buy LL/SL and integrate some of its features? Who knows. But collaborative environment editing is the future so LL better get on the ball and position itself now before it's left in the dust like AW...
Creating walkways (sidewalks, roads, paths, etc) by butting up cubes wastes a lot of polygons--and the undersides are usually unnecessary, too. SL can really start lagging with all of the wasted polygons and it would at least be nice to be able to delete and merge primitive polygons/faces/sides/whatever. Also, why no way to specify the number of sides of a primitive? Spheres, torii, cylinders, cones, etc are very wasteful of polys... Puzzles are fine but building LEGO-style is a very wasteful method of 3D modelling if it's not designed to be efficient and optimized for rendering.
SL needs to optimize its primitive parametric modelling to remove hidden/covered sides/faces and allow for finer control over how many polygons a primitive can have--particularly for more complex shapes like spheres, torii, etc (and cuts/twists).
Supposedly, SL is planned for an "ambitious overhaul of the primitive set" (Andrew Linden, 3/13/6).
"Larger prims will not be happening soon." (Andrew Linden, 5/11/05) :/
It is fixable. We'll try to work it into the schedule. (Andrew Linden, 6/7/05)
3D Engine
Camera (View)
Physics
Havok 2+
Ageia (physics processing unit--PPU)
The animation state of the avatar has nothing to do with its collision proxy. Sometime after the next generation of physics engine has been installed we will look into colliding the limbs of the avatar with the rest of the world. (Andrew Linden, 5/4/05)
Steve Linden, 6/12/06, 21:20 via IM: As for LOD causing flex objects to twitch, that's hard to avoid. There are fixes, but we probably won't get to work on them for a while.
This is definitely one of the features that will go in post Havok-2.
Interface (Graphical User Interface: GUI)
One of the problems with our current UI system is that it is all hardcoded to some degree and is very difficult for even us to change... time consuming. So we really want to make it easier on ourselves. And, in the process, open up the ability to skin and modify the UI by the residents. The plan is to make the UI more data driven so it loads some config files (XML) and builds the UI based on what they say. If it was totally data driven, then much of what you want could be done. But not all... like detachable windows would be extra stuff, and would have to come later. (Andrew Linden, ~9/18/05)
[16:32] Robin Linden: If you wait a bit, you can use XML and redesign the UI yourself and sell it. They're working on it now but I don't know the planned release date yet. (6/22/06 IM)
I believe better inventory tools will be forthcoming. I might have seen a demo of multi select/delete working a few weeks ago ;-) Also, someone is working on a export/import system where you would be able to make local backups of stuff that you created and own, but that won't be in 1.7 (or if it IS in 1.7 it will be incomplete).
mini-map: The mini-map colors should either be redesigned or be customizable like other interface elements already are. It's hard to see lime green (avs) on turquoise (one's objects), for example.
Examples
type name value
integer name1 1
float name2 2.0
vector name3 <1,2,3>
Building (Modelling)
Scripting (LSL)
(vote, discuss): Particles should fade in and out without having to use scale tricks (since that restricts particle scaling). A new llParticleSystem constant, PSYS_PART_MID_ALPHA, could be added for the MIDdle alpha to allow smooth alpha/transparency particle fading both in and out. Separate fade in/out times (separate from particle age) would be cool too; Active Worlds has these parameters.
angle diagram: Because visualizing radian angles can be...annoying, a simple circle diagram shows the angle. Better yet, dump radians and just use degrees (but still keep the diagram).
Avatar
...more generalized clothes layers (so that avatars aren't limited to just undershirt, shirt, and jacket), better animation tools, better hair, and cloth dynamics. (Andrew Linden, 11/19/05)
I think the attachment system is currently maxed out in its present design, but I suspect that Richard Linden has a plan for making it better. (Andrew Linden, ~9/18/05)
This is a bug... of sorts. What is really happening is that all modifications of the avatar go through a particular path in the code that also tries to rescale the avatar's size. The reason all of the avatar changes are grouped together in one spot is that back in the day we didn't have drag-and-drop outfit changes -- the only way to change your clothes was to go into Appearance Edit mode. Since you can change your size in Appearance Mode and back then we didn't have code to handle resizing the avatar while it is sitting you would be forced to stand first.
Simulator
As to hosting simulator engines on private hardware, I think that will happen, but it is one of those things that is years away. All of this other stuff (MONO API, data-driven UI) has to happen first and most people don't have enough outgoing bandwidth to support their own sim today anyway but you can be sure that the bandwidth capabilities will happen. Trusted protocols will be needed. We do have plans to decentralize SL. We only have so much room in our colocation facility and there aren't many colos bigger than the one we're in. (Andrew Linden, ~9/18/05)
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