Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-04 Thread Neil Canham
Just want to says thanks Teravus for a very insightful and informative
post.

Neil Canham

On Mon, Oct 4, 2010 at 1:32 PM, Teravus Ovares  wrote:

> When working on IdealistViewer, I noticed that, generally, third party
> 'general purpose' renderers like Irrlicht and Ogre are not well suited for
> rendering objects at the quantity that SecondLife prims require.   Rendering
> prims /can/ be done with them, however, not at the level that can be done
> with the SecondLife viewer.
>
> With Irrlicht, for example, the memory load of a typical 5000 prim scene
> runs up against the 2GB memory limit.
>
> With SecondLife prims, it's more about segmenting the render data so that
> only the unique things are kept and everything else is a reference to
> something that was calculated before.   Out of the box, Irrlicht requires
> per-instance knowledge about texture, mesh buffer, face and lighting
> settings configurations.   This and reference/const/value type semantics
> used in the engine causes far more data duplications then are necessary.
>
> Prims are strange for rendering.  The prim's mesh result is complex in
> terms of vertex count however, in a given 5000 prim scene there's on average
> 130 'unique' prim mesh.   Those 130 unique mesh are duplicated with various
> textures, colors, orientations and associated data to make for the entire
> prim count in the region.   In theory, you can manage memory reasonably well
> by using a 'mesh factory' pattern where by the mesh factory keeps track of
> instance counts and generates a new mesh when required.   In practice,
> however, the associated data makes this very difficult.   In Irrlicht, the
> API is such that the texture configuration data is 'stuck in with' the mesh
> data object.So, to get the variability that the secondlife prim scene
> requires, you're also duplicating the mesh and making small changes to the
> object's visual configuration data.
>
> Irrlicht, like Ogre, is better optimized for a smaller number of more
> complex mesh objects then a very large number of highly 'instancable'
> objects with very small differences.   I'd comment on the opposite of the
> last statement...   but I don't really know about how the SecondLife viewer
> works under the hood to do so (OpenSimulator Developer).
>
> I don't think that this issue is going to 'go away'.   In fact, introducing
> mesh in the viewer is going to make that memory, speed, and instancing
> balance even more difficult to maintain.The gap between the viewer and
> 3rd party 'general purpose' rendering tools will narrow in both directions..
> the viewer will get better at managing arbitrary mesh and 3rd party 'general
> purpose' rendering tools will be able to render secondlife scenes better
> because there will be less 'prim' to render as a result of there being
> arbitrary mesh.
>
> In either case, the future is full of interesting technical challenges.
> I think in unity, like with Irrlicht, smaller, more specialized scenes will
> work OK with regards to prim rendering.  And, I don't think 3rd party
> renderers are going to be able to come close to the capability of the
> SecondLife viewer when dealing with prim.  They're just not designed for the
> same type of data.  The object models and API just are not really
> appropriate for prim.   I'm not saying that it isn't worth pursuing a render
> plugin architecture.  I am saying, however, that given that 3rd party
> 'general purpose' renderers are never going to be able to meet the
> SecondLife viewer's capability in rendering prim, it probably shouldn't be
> very high on the priority of things to do.
>
> Regards
>
> Teravus
>
>
> On Mon, Oct 4, 2010 at 12:36 AM, Brandon Husbands wrote:
>
>> Ive used it, and fount it blehh.  I think we are failing to communicate
>> about our conception of what is possible and what is used.
>>
>> Are you saying that the normal user would have full access to what you use
>> to develop the "client"?
>> As its a middle ware really i fail to see how your going to implement
>> that.
>> I could be wrong. There are so many propitiatory things that you'd have to
>> code in and handle rendering for with sl. Also remember you can not change
>> the server backend. I just do not see it possible or powerful enough to
>> handle what sl uses and does. I guess its the same concept between higher
>> level langs and lower level ones. I could be wrong about this and just be
>> old school in my thoughts.
>>
>> If your so sure that it can do what needs to be done why have you not
>> already done a prototype.
>> From what your saying should be easy to get connected and render the
>> scene.
>>
>> I would love to be wrong in that regard but then again i just don't see
>> how your going to handle such things in a closed source engine.
>>
>>
>>
>>
>> On Sun, Oct 3, 2010 at 9:36 PM,  wrote:
>>
>>>  Obviously these are subjective statements but I think your statements
>>> are based on an incomplete understanding of the tool and probably lim

Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-04 Thread Teravus Ovares
When working on IdealistViewer, I noticed that, generally, third party
'general purpose' renderers like Irrlicht and Ogre are not well suited for
rendering objects at the quantity that SecondLife prims require.   Rendering
prims /can/ be done with them, however, not at the level that can be done
with the SecondLife viewer.

With Irrlicht, for example, the memory load of a typical 5000 prim scene
runs up against the 2GB memory limit.

With SecondLife prims, it's more about segmenting the render data so that
only the unique things are kept and everything else is a reference to
something that was calculated before.   Out of the box, Irrlicht requires
per-instance knowledge about texture, mesh buffer, face and lighting
settings configurations.   This and reference/const/value type semantics
used in the engine causes far more data duplications then are necessary.

Prims are strange for rendering.  The prim's mesh result is complex in terms
of vertex count however, in a given 5000 prim scene there's on average 130
'unique' prim mesh.   Those 130 unique mesh are duplicated with various
textures, colors, orientations and associated data to make for the entire
prim count in the region.   In theory, you can manage memory reasonably well
by using a 'mesh factory' pattern where by the mesh factory keeps track of
instance counts and generates a new mesh when required.   In practice,
however, the associated data makes this very difficult.   In Irrlicht, the
API is such that the texture configuration data is 'stuck in with' the mesh
data object.So, to get the variability that the secondlife prim scene
requires, you're also duplicating the mesh and making small changes to the
object's visual configuration data.

Irrlicht, like Ogre, is better optimized for a smaller number of more
complex mesh objects then a very large number of highly 'instancable'
objects with very small differences.   I'd comment on the opposite of the
last statement...   but I don't really know about how the SecondLife viewer
works under the hood to do so (OpenSimulator Developer).

I don't think that this issue is going to 'go away'.   In fact, introducing
mesh in the viewer is going to make that memory, speed, and instancing
balance even more difficult to maintain.The gap between the viewer and
3rd party 'general purpose' rendering tools will narrow in both directions..
the viewer will get better at managing arbitrary mesh and 3rd party 'general
purpose' rendering tools will be able to render secondlife scenes better
because there will be less 'prim' to render as a result of there being
arbitrary mesh.

In either case, the future is full of interesting technical challenges.I
think in unity, like with Irrlicht, smaller, more specialized scenes will
work OK with regards to prim rendering.  And, I don't think 3rd party
renderers are going to be able to come close to the capability of the
SecondLife viewer when dealing with prim.  They're just not designed for the
same type of data.  The object models and API just are not really
appropriate for prim.   I'm not saying that it isn't worth pursuing a render
plugin architecture.  I am saying, however, that given that 3rd party
'general purpose' renderers are never going to be able to meet the
SecondLife viewer's capability in rendering prim, it probably shouldn't be
very high on the priority of things to do.

Regards

Teravus


On Mon, Oct 4, 2010 at 12:36 AM, Brandon Husbands  wrote:

> Ive used it, and fount it blehh.  I think we are failing to communicate
> about our conception of what is possible and what is used.
>
> Are you saying that the normal user would have full access to what you use
> to develop the "client"?
> As its a middle ware really i fail to see how your going to implement that.
> I could be wrong. There are so many propitiatory things that you'd have to
> code in and handle rendering for with sl. Also remember you can not change
> the server backend. I just do not see it possible or powerful enough to
> handle what sl uses and does. I guess its the same concept between higher
> level langs and lower level ones. I could be wrong about this and just be
> old school in my thoughts.
>
> If your so sure that it can do what needs to be done why have you not
> already done a prototype.
> From what your saying should be easy to get connected and render the scene.
>
>
> I would love to be wrong in that regard but then again i just don't see how
> your going to handle such things in a closed source engine.
>
>
>
>
> On Sun, Oct 3, 2010 at 9:36 PM,  wrote:
>
>>  Obviously these are subjective statements but I think your statements
>> are based on an incomplete understanding of the tool and probably limited
>> experience using it.
>>
>>
>>
>> Not sure how you can say it is clunky.  I have a scene hierarchy where I
>> can list and see every object in my seen. It’s like seeing every prim in my
>> region.  I can select any object and view it in the inspector.
>>
>>
>>
>> Scripts are assign

Re: [opensource-dev] Question about LOD debug setting

2010-10-04 Thread Henri Beauchamp
On Sun, 3 Oct 2010 21:01:00 -0700 (PDT), Ann Otoole wrote:

> Whats the jira for this defect you say exists that I have never once observed 
> despite always using a setting of 4?

I don't contribute to the JIRA any more: what's the point when LL
marks the issues as "will not finish" or just plain ignores them
for years, and when even your patches are not taken into account
because they want a contribution agreement that endangers your
privacy and anhilates your anonimity ?...

As for a repro, I just sent you a test object in-world: it's derivated
from a collar, and I reduced it to its simplest expression (5 prims in
total) to demonstrate the issue: a torus (the 'collar'), and four
little LEDs on its side, each made out of a sphere (around 0.015m big),
hollowed at 70% and dimpled at 95%.

Remove all attachments on your Av (so that there is no possible issue
with the number of prims attached to your Av), and "Wear" the
demonstrator (it attaches to your Av's spine and appears around its
neck).

- Start Snowglobe v1.4, 1.5 or v2.2, or even tyhe latest beta viewer
  v2.2

- Set your RenderVolumeLODFactor to 1.0, and zoom in and out on the leds:
  no problem.

- Set your RenderVolumeLODFactor to 4.0 and zoom out and back in. 4 times
  out of 5 the LEDs do not come back when zooming it. In fact, the slower
  you zoom in, the less they are likely to reappear. If you zoom in real
  fast, they may come back.

- Log off and start viewer v1.23.5.

- Repeat the procedure: no issue at all, even with larger LOD factors.

In fact any LOD factor above 2.0 shows the issue from times to time, and
anything above 3.0 shows it almost everytime.

> There is a different debug setting calledRenderMaxNodeSize that produces
> the behavior you noted btw. It's default is 8192. Go lower and what you
> describe happens.

This has no influence whatsoever on the above issue. It's also set to 8192
for me anyway, and even doubling this number doesn't prevent the issue
from happening

Henri.
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Uses of the Lookat target Crosshairs

2010-10-04 Thread Robin Cornelius
On Mon, Oct 4, 2010 at 2:55 AM, Latif Khalifa  wrote:
> You are reading too much into these "targets". Those are just viewer
> effects that help your viewer position head and the direction of eyes
> of the avatar to the desired location. They have no other use.
>

Yes as Latif says there only purpose is for the head turn/look at
animation so that your avatar will turn its head towards the chat
source for a nice i'm listening to you effect. The LL viewer uses a
small back off so that in busy areas you are not flipping your head
everywhere and i would guess the LL viewer correctly clears the look
at effect after a short time.

Some viewers (i believed introduced by Emerald) seem to make a big
deal out of the look at crosshairs, then if another viewer comes along
that does not correctly clear the lookat effect you get rude IMs
asking why your crosshairs are on me. I've had this before with one of
my viewers, it was not clearing the look at, so in a busy area i
quickly ended up with crosshairs on everyone who had spoken then
started getting rude IMs from emerald users who had the look at cross
hairs turned on and could see where they were pointed.

Robin
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


[opensource-dev] New Snowstorm Builds?

2010-10-04 Thread Zak Escher
There hasn't been a new build of Snowstorm (Second Life 2.2.1 (210917) Sep
30 2010 05:11:51 (Second Life Development)) for several days. Any ETA on
when new builds will be available?
-- 
-
Zak Escher
email: zak.esc...@gmail.com
Join me in Second Life
http://secondlife.com/ss/?u=f76730f9dee0d54e3cc51e29da87373a
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

[opensource-dev] Uses of the Lookat target Crosshairs

2010-10-04 Thread dz
Folks,

 Thanks for the informed responses.  I admit that most of my concern was NOT
a function of seeing the cross-hairs, but rather the response I got when I
inquired about it.   The fact that the avatar was 10 days old, was folded up
in a corner not moving, and that he basically told me to "kiss his ass" when
I asked him what viewer he was using.I might also be willing to admit it
was a "mistake" like Robin suffered, except the crosshairs disappeared
shortly after I suggested I would be Abuse Reporting a member of his staff
group in a conversation with the club owner.

It seems clear that this user is NOT using a "standard" viewer, has control
over the targets, and an attitude like "If you come here, we can do whatever
we like" (until it looks like you might really know something about whats
going on).   After three years of SL, and a LOT of online time, these kinds
of things raise all kinds of red flags.

Robin  Was  "Your viewer"  in use before or after the recent TPV
changes?  Did you intentionally alter the look at target color so that the
text did not conform to the standard color codes used everywhere else?  Did
you sit folded up in a corner 24/7 outside a busy club?

For me,  the bottom line seems to be that the knowledgeable viewer folks
don't see any reason to be concerned over what is most likely just a bug in
someone's implementation of LookAt crosshairs.   I find it just too weird
that I've only seen this happen for 2 avatars, and approaching both of them
in a civil manner has resulted in a response typical of a child caught with
cookie crumbs on their lips.   I also realize none of those issues are
relevant to this mailing list...  SO

Thank you all again for your feedback ( and the work you all do (wink) )...

D




On Mon, Oct 4, 2010 at 2:14 AM, Robin Cornelius
wrote:

> On Mon, Oct 4, 2010 at 2:55 AM, Latif Khalifa 
> wrote:
> > You are reading too much into these "targets". Those are just viewer
> > effects that help your viewer position head and the direction of eyes
> > of the avatar to the desired location. They have no other use.
> >
>
> Yes as Latif says there only purpose is for the head turn/look at
> animation so that your avatar will turn its head towards the chat
> source for a nice i'm listening to you effect. The LL viewer uses a
> small back off so that in busy areas you are not flipping your head
> everywhere and i would guess the LL viewer correctly clears the look
> at effect after a short time.
>
> Some viewers (i believed introduced by Emerald) seem to make a big
> deal out of the look at crosshairs, then if another viewer comes along
> that does not correctly clear the lookat effect you get rude IMs
> asking why your crosshairs are on me. I've had this before with one of
> my viewers, it was not clearing the look at, so in a busy area i
> quickly ended up with crosshairs on everyone who had spoken then
> started getting rude IMs from emerald users who had the look at cross
> hairs turned on and could see where they were pointed.
>
> Robin
>
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-04 Thread Frans
Teravus++

On Mon, Oct 4, 2010 at 2:32 PM, Teravus Ovares  wrote:

> When working on IdealistViewer, I noticed that, generally, third party
> 'general purpose' renderers like Irrlicht and Ogre are not well suited for
> rendering objects at the quantity that SecondLife prims require.   Rendering
> prims /can/ be done with them, however, not at the level that can be done
> with the SecondLife viewer.
>
> With Irrlicht, for example, the memory load of a typical 5000 prim scene
> runs up against the 2GB memory limit.
>
> With SecondLife prims, it's more about segmenting the render data so that
> only the unique things are kept and everything else is a reference to
> something that was calculated before.   Out of the box, Irrlicht requires
> per-instance knowledge about texture, mesh buffer, face and lighting
> settings configurations.   This and reference/const/value type semantics
> used in the engine causes far more data duplications then are necessary.
>
> Prims are strange for rendering.  The prim's mesh result is complex in
> terms of vertex count however, in a given 5000 prim scene there's on average
> 130 'unique' prim mesh.   Those 130 unique mesh are duplicated with various
> textures, colors, orientations and associated data to make for the entire
> prim count in the region.   In theory, you can manage memory reasonably well
> by using a 'mesh factory' pattern where by the mesh factory keeps track of
> instance counts and generates a new mesh when required.   In practice,
> however, the associated data makes this very difficult.   In Irrlicht, the
> API is such that the texture configuration data is 'stuck in with' the mesh
> data object.So, to get the variability that the secondlife prim scene
> requires, you're also duplicating the mesh and making small changes to the
> object's visual configuration data.
>
> Irrlicht, like Ogre, is better optimized for a smaller number of more
> complex mesh objects then a very large number of highly 'instancable'
> objects with very small differences.   I'd comment on the opposite of the
> last statement...   but I don't really know about how the SecondLife viewer
> works under the hood to do so (OpenSimulator Developer).
>
> I don't think that this issue is going to 'go away'.   In fact, introducing
> mesh in the viewer is going to make that memory, speed, and instancing
> balance even more difficult to maintain.The gap between the viewer and
> 3rd party 'general purpose' rendering tools will narrow in both directions..
> the viewer will get better at managing arbitrary mesh and 3rd party 'general
> purpose' rendering tools will be able to render secondlife scenes better
> because there will be less 'prim' to render as a result of there being
> arbitrary mesh.
>
> In either case, the future is full of interesting technical challenges.
> I think in unity, like with Irrlicht, smaller, more specialized scenes will
> work OK with regards to prim rendering.  And, I don't think 3rd party
> renderers are going to be able to come close to the capability of the
> SecondLife viewer when dealing with prim.  They're just not designed for the
> same type of data.  The object models and API just are not really
> appropriate for prim.   I'm not saying that it isn't worth pursuing a render
> plugin architecture.  I am saying, however, that given that 3rd party
> 'general purpose' renderers are never going to be able to meet the
> SecondLife viewer's capability in rendering prim, it probably shouldn't be
> very high on the priority of things to do.
>
> Regards
>
> Teravus


-- 
Jeroen Frans
Virtual World Technology Specialist @ http://VesuviusGroup.com
Second Life: Frans Charming
blog about SL @ http://secondslog.blogspot.com
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Unity 3D as possible base for future (maybe even official) SL Viewers

2010-10-04 Thread Glen Canaday
I agree with Neil -> very nice post.

But I do think that this really hasn't been tested well enough to
declare that all scene-graphers and 3rd-party renderers won't perform
well on SL data, though. For me, that's up in the air and is something
that should be tested before it's tossed out. That would go for Unity,
Irrlicht, Ogre, OSG, and others. Some will likely suck, some possibly
won't, but we'll never know until they're tried.

I wont say "zOmg don't use Unity because it doesn't support Linux!" but
I will say that anything that might work, and would be workable as an
alpha-test-tangent-etc for a possible *official* 3.0, can't be something
that doesn't support all 3 major platforms natively. That was my
original beef with the idea of trying Unity out - can't suggest it as a
candidate for official use. Anything that doesn't support them all
should be relegated to TPV.

--GC

On Mon, 2010-10-04 at 08:32 -0400, Teravus Ovares wrote:
> When working on IdealistViewer, I noticed that, generally, third party
> 'general purpose' renderers like Irrlicht and Ogre are not well suited
> for rendering objects at the quantity that SecondLife prims require.
> Rendering prims /can/ be done with them, however, not at the level
> that can be done with the SecondLife viewer. 
> 
> With Irrlicht, for example, the memory load of a typical 5000 prim
> scene runs up against the 2GB memory limit.   
> 
> With SecondLife prims, it's more about segmenting the render data so
> that only the unique things are kept and everything else is a
> reference to something that was calculated before.   Out of the box,
> Irrlicht requires per-instance knowledge about texture, mesh buffer,
> face and lighting settings configurations.   This and
> reference/const/value type semantics used in the engine causes far
> more data duplications then are necessary.
> 
> Prims are strange for rendering.  The prim's mesh result is complex in
> terms of vertex count however, in a given 5000 prim scene there's on
> average 130 'unique' prim mesh.   Those 130 unique mesh are duplicated
> with various textures, colors, orientations and associated data to
> make for the entire prim count in the region.   In theory, you can
> manage memory reasonably well by using a 'mesh factory' pattern where
> by the mesh factory keeps track of instance counts and generates a new
> mesh when required.   In practice, however, the associated data makes
> this very difficult.   In Irrlicht, the API is such that the texture
> configuration data is 'stuck in with' the mesh data object.So, to
> get the variability that the secondlife prim scene requires, you're
> also duplicating the mesh and making small changes to the object's
> visual configuration data.   
> 
> Irrlicht, like Ogre, is better optimized for a smaller number of more
> complex mesh objects then a very large number of highly 'instancable'
> objects with very small differences.   I'd comment on the opposite of
> the last statement...   but I don't really know about how the
> SecondLife viewer works under the hood to do so (OpenSimulator
> Developer).
> 
> I don't think that this issue is going to 'go away'.   In fact,
> introducing mesh in the viewer is going to make that memory, speed,
> and instancing balance even more difficult to maintain.The gap
> between the viewer and 3rd party 'general purpose' rendering tools
> will narrow in both directions.. the viewer will get better at
> managing arbitrary mesh and 3rd party 'general purpose' rendering
> tools will be able to render secondlife scenes better because there
> will be less 'prim' to render as a result of there being arbitrary
> mesh.
> 
> In either case, the future is full of interesting technical
> challenges.I think in unity, like with Irrlicht, smaller, more
> specialized scenes will work OK with regards to prim rendering.  And,
> I don't think 3rd party renderers are going to be able to come close
> to the capability of the SecondLife viewer when dealing with prim.
> They're just not designed for the same type of data.  The object
> models and API just are not really appropriate for prim.   I'm not
> saying that it isn't worth pursuing a render plugin architecture.  I
> am saying, however, that given that 3rd party 'general purpose'
> renderers are never going to be able to meet the SecondLife viewer's
> capability in rendering prim, it probably shouldn't be very high on
> the priority of things to do.
> 
> Regards
> 
> Teravus
> 
> 
> On Mon, Oct 4, 2010 at 12:36 AM, Brandon Husbands 
> wrote:
> Ive used it, and fount it blehh.  I think we are failing to
> communicate about our conception of what is possible and what
> is used.
> 
> Are you saying that the normal user would have full access to
> what you use to develop the "client"?
> As its a middle ware really i fail to see how your going to
> implement that.
> I could be wrong. There are so many propitiatory things

Re: [opensource-dev] Uses of the Lookat target Crosshairs

2010-10-04 Thread Black Hat Design
I am going to have to agree that too much is read into "look at targets" but
I will also have to disagree that this tool serves only rudimentary uses.
Tools of this nature have been in use for ages before TPVs came on the
scene. I remember using them when I was an administrator in the Dreamland
sandbox ages ago. It was a very useful tool for keeping an eye on people
that were known to make weapons that would take out two or three sims back
in the day.

It is also a really useful tool for building and it was especially so back
before the viewer allowed access to the advanced features that are now
commonplace. Unless you used an addon back then, you could not disable
camera restraints or limit select distance which made building large
structures a real pain. Max Case used to make a scripted tool called
"Builders Eye" which was a useful tool to get past this barrier. I remember
it well as he was kind enough to customize it a bit for me once I contacted
him about adding a feature.

This sort of tool is still commonly used in clubs to follow avatars through
crowds.. useful if there are giveaways and the club owner or DJ needs to
pass a a prize in a lag infested area without pulling up search, typing in
an avies name, pulling up a profile and then dropping the object on them.
You can see an example of such a tool here
https://marketplace.secondlife.com/p/Club-Tool-Dance-HUD-Emote-HUD-DJ-HUD-Host-HUD/1377702

And again, it is also very useful for building or pointing out specific
objects to another avatar. A very popular tool used by educators is Cam Sync
which allows both avatars to wear a HUD so that a students viewpoint becomes
the same as the instructors. It can be useful for a variety of things other
than building such as pointing out a specific object in a store as well. You
can find that item here
https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1020372

If the trend continues that such tools serve no function other than pure
evil then the viewer will cease to have any useful functionality at all.
After all what harm is there in someone looking at your avatar? Will we soon
raise notions of evildoings because you can make your avatar entirely
invisible thanks to code that arose from Viewer 2 or could that actually be
useful? Would all avatars going alpha during interviews or other events cut
down on lag or would we just assume that evil intentions are behind it all
and eject avatars that are making use of the viewers functionality?

All tools that are useful can also do harm. You can use a telephone to call
a doctor or the fire department but you can also use it to harass and
threaten someone. There sure are a lot of telephones out there in spite of
all the evil potential that they harbor.

Dirk Talamasca
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-10-04 Thread Aidan Thornton
On Sun, Oct 3, 2010 at 2:47 AM, Kelly Linden  wrote:
> Unfortunately no. LSL scripts take up 16k of memory no matter how much they
> actually use.

Is there any technical reason why this can't be made adjustable,
though? I know that changing the amount of script memory available for
LSL scripts would require a recompile, since it's fixed at compilation
time, but I suspect it could be done.
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Daniel Smith
Am happy to see some input on the idea of Unity.  It makes me smile.

My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
codebase.  A lot of folks want the viewer to do quite a bit (mesh editor,
anyone?).  Fulfilling the wishlist without going to a plugin strategy will
result in a bloated client that will run on fewer and fewer machines.

So if Unity is relegated to a cool TPV project somewhere, that's fine ;)

Proposing something radical like that will hopefully get people to think
more about what it would take to do a very plugin oriented client (can the
2.x codebase do it?  or does it call for a reset of sorts?)  Where do people
want to see an SL client, 2 years from now?

I dont think much of possible approaches that dont handle the physics /
animation / terrain / sound angles.   It's just asking to reinvent too many
wheels.  Oh, and as for the objection to Unity outputting to game consoles:
snap out of it.  The mere existence of code on a console doesn't make it a
game.  The overall idea is to make SL / OS ubiquitous (Linux client doesnt
go away, other approaches open up the Web, phones, and consoles.. all good
moves).

cheers,

Daniel
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Frans
I really hope LL is not going to add a Mesh Editor in the client. That's
just going to be so bloated.

I agree though, that plugins will be important, and some months(year?) ago
it was mentioned that there is a team at LL working on doing just that. Can
anyone (at LL) confirm that there is still a team working on making plugins
a possibility?

-Frans

On Mon, Oct 4, 2010 at 10:15 PM, Daniel Smith  wrote:

>
> Am happy to see some input on the idea of Unity.  It makes me smile.
>
> My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
> codebase.  A lot of folks want the viewer to do quite a bit (mesh editor,
> anyone?).  Fulfilling the wishlist without going to a plugin strategy will
> result in a bloated client that will run on fewer and fewer machines.
>
> So if Unity is relegated to a cool TPV project somewhere, that's fine ;)
>
> Proposing something radical like that will hopefully get people to think
> more about what it would take to do a very plugin oriented client (can the
> 2.x codebase do it?  or does it call for a reset of sorts?)  Where do people
> want to see an SL client, 2 years from now?
>
> I dont think much of possible approaches that dont handle the physics /
> animation / terrain / sound angles.   It's just asking to reinvent too many
> wheels.  Oh, and as for the objection to Unity outputting to game consoles:
> snap out of it.  The mere existence of code on a console doesn't make it a
> game.  The overall idea is to make SL / OS ubiquitous (Linux client doesnt
> go away, other approaches open up the Web, phones, and consoles.. all good
> moves).
>
> cheers,
>
> Daniel
>
>
> ___
> Policies and (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev
> Please read the policies before posting to keep unmoderated posting
> privileges
>



-- 
Jeroen Frans
Virtual World Technology Specialist @ http://VesuviusGroup.com
Second Life: Frans Charming
blog about SL @ http://secondslog.blogspot.com
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] 2.0 Absolute Dealbreaker - script count feature request

2010-10-04 Thread Kelly Linden
On Mon, Oct 4, 2010 at 1:05 PM, Aidan Thornton  wrote:

> On Sun, Oct 3, 2010 at 2:47 AM, Kelly Linden  wrote:
> > Unfortunately no. LSL scripts take up 16k of memory no matter how much
> they
> > actually use.
>
> Is there any technical reason why this can't be made adjustable,
> though? I know that changing the amount of script memory available for
> LSL scripts would require a recompile, since it's fixed at compilation
> time, but I suspect it could be done.
>

LSL is crufty and hacky. It would be a serious engineering and QA effort to
implement such a feature. The language is pretty specific and hard coded to
16k. Even if we had a patch ready it would be a lot of QA to be sure it
worked as expected. Right now if we are doing anything of this level of work
we should be working on implementing a better language and not duct taping
LSL.

 - Kelly
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

[opensource-dev] Fwd: Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Robert Martin
-- Forwarded message --
From: Robert Martin 
Date: Mon, Oct 4, 2010 at 4:52 PM
Subject: Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase
plugin capable?
To: Frans 




On Mon, Oct 4, 2010 at 4:38 PM, Frans  wrote:
> I really hope LL is not going to add a Mesh Editor in the client. That's
> just going to be so bloated.
>
personally i see very little that could be done CORRECTLY in world now
i could see maybe some sort of way to send just delta info to the
server and or some sort of autoupload/publish on SL plugin being of
use but if you stage your 3d utility correctly you should not need to
do a reupload or edit after the fact.

BTW for those of you that want to to use "Legacy Mesh" clothing with a
.DAE avatar you can export the current avatar mesh with a certain
flaming TPV that took over certain green stone code.


--
Robert L Martin




-- 
Robert L Martin
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] New Snowstorm Builds?

2010-10-04 Thread Oz Linden (Scott Lawrence)
  On 2010-10-04 10:55, Zak Escher wrote:
> There hasn't been a new build of Snowstorm (Second Life 2.2.1 (210917) 
> Sep 30 2010 05:11:51 (Second Life Development)) for several days. Any 
> ETA on when new builds will be available?

There just have not been any new commits since then.  People have been 
focused on beta bugs, mostly.

Nice to see that we're developing an expectation of frequent fresh meat, 
though :-)

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Glen Canaday
On Mon, 2010-10-04 at 13:15 -0700, Daniel Smith wrote:
> 
> Am happy to see some input on the idea of Unity.  It makes me smile.
> 
> My intent, of course, was to jolt a bit out of idea of a monolithic
> 2.x codebase.  A lot of folks want the viewer to do quite a bit (mesh
> editor, anyone?).  Fulfilling the wishlist without going to a plugin
> strategy will result in a bloated client that will run on fewer and
> fewer machines.
> 
> So if Unity is relegated to a cool TPV project somewhere, that's
> fine ;)
> Proposing something radical like that will hopefully get people to
> think more about what it would take to do a very plugin oriented
> client (can the 2.x codebase do it?  or does it call for a reset of
> sorts?)  Where do people want to see an SL client, 2 years from now?
> 
Hey, when it gets all-around support, it can come right back out of TPV
and be an option..
> 
That's where I was going with my own project. Sounds like there are
quite a few people thinking in the same direction - I like that. My
first run through, should I ever be able to get it off the ground, was
to just split up the current code base so that it would be simpler to
implement things just like this. If Unity worked better on a given
machine, then by all means use it, and the same with Ogre or Irrlicht or
the Linden engine or OSG or etc.

> I dont think much of possible approaches that dont handle the
> physics / animation / terrain / sound angles.   It's just asking to
> reinvent too many wheels.  Oh, and as for the objection to Unity
> outputting to game consoles: snap out of it.  The mere existence of
> code on a console doesn't make it a game.  The overall idea is to make
> SL / OS ubiquitous (Linux client doesnt go away, other approaches open
> up the Web, phones, and consoles.. all good moves).
> 
Oh, don't misunderstand, I've got nothing against putting it on a
console. The more platforms, the merrier. I don't know how useful the
XBox controller would be in a heavy chat environment, but to each his
own, I suppose!

--GC


___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Fire
Im in all support for Unity 3d Daniel!!! Very cool! Keep the embers burning!







On Mon, Oct 4, 2010 at 1:15 PM, Daniel Smith  wrote:

>
> Am happy to see some input on the idea of Unity.  It makes me smile.
>
> My intent, of course, was to jolt a bit out of idea of a monolithic 2.x
> codebase.  A lot of folks want the viewer to do quite a bit (mesh editor,
> anyone?).  Fulfilling the wishlist without going to a plugin strategy will
> result in a bloated client that will run on fewer and fewer machines.
>
> So if Unity is relegated to a cool TPV project somewhere, that's fine ;)
>
> Proposing something radical like that will hopefully get people to think
> more about what it would take to do a very plugin oriented client (can the
> 2.x codebase do it?  or does it call for a reset of sorts?)  Where do people
> want to see an SL client, 2 years from now?
>
> I dont think much of possible approaches that dont handle the physics /
> animation / terrain / sound angles.   It's just asking to reinvent too many
> wheels.  Oh, and as for the objection to Unity outputting to game consoles:
> snap out of it.  The mere existence of code on a console doesn't make it a
> game.  The overall idea is to make SL / OS ubiquitous (Linux client doesnt
> go away, other approaches open up the Web, phones, and consoles.. all good
> moves).
>
> cheers,
>
> Daniel
>
>
> ___
> Policies and (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev
> Please read the policies before posting to keep unmoderated posting
> privileges
>
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges

Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Stickman
On Mon, Oct 4, 2010 at 1:38 PM, Frans  wrote:
> I really hope LL is not going to add a Mesh Editor in the client. That's
> just going to be so bloated.

I think it's a terrible idea for LL to try to recreate tools that
teams of professionals have already been working on for years.
Photoshop, Gimp, Blender, Max, Maya -- there are specialty tools out
there, many of them free, that already do a much, much better job than
LL ever could, simply because that is their only job and they have
years of a head start.

What I would like to see is a better connection with existing tools.
Being able to have SL work with other programs easier, better
conversion and import support, to cut steps out of the design
workflow. For example, texture work often involves modifying a
texture, test it out, modifying it again, and repeat forever. Having
SL "watch" a texture, model, or other file for a change and
automatically update it in SL so you can see exactly what it will look
like would cut out a lot of steps. Even if it was only a local view.
Heck, even if I had to pay for every single time I hit the save button
in Photoshop or Blender. Though I'd prefer it be integrated in a way
that all people could see what I was working on, then I hit "finalize"
and it does the final upload.

Having said that, very simple editors that are not designed to have
fancy features but be as basic as possible would allow people to
create things without going to an outside source. But it must be clear
and planned that they will never evolve beyond a basic level. A simple
whiteboard-style application for textures, being able to push vertices
around on a model or sculpty. Nothing fancy, but enough to create
something simple or touch something up without starting up an external
program.

That's my opinion. I know it's not universal, but it's my view based
on my limited experience as a content creator.

Stickman
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges


Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase plugin capable?

2010-10-04 Thread Science Fiction Computer - SCi-Fi PC
LL Snowstorm/Opensource-Dev,

To stimulate SL growth and accessibility to the mainstream, one or the
collective SL Viewer developers and/or decision makers ought to think &
design universally.

If mesh becomes a standard in SL, a basic mesh editor ought to be included
by default.

The ability to plugin with existing professional tools such as Photoshop,
Gimp, Blender, Max, etc. is essential for high-end content production and
advanced SL users.

However, to deny a new users who are discovering either 3D Second Life or
the 3D Web for the first time a complete basic set of content creation tools
for the 3D world they are introduced to (of which would include a mesh
editor), may seriously discourage them; along with potential opportunity for
regular influx of new & emerging content creators within our community from
Low, Medium, and High End.

SL Viewer Mesh Editor doesn't need to be Maya, it just needs to be 'there'
and 'basic' to encourage new content creators to create and feel that they
begin to learn and participate without significant barriers.

We must try and avoid any situation where a New User in SL feels
disadvantaged or unable to create before they start.

Regards,

DMC Zsigmond-Jurassic
Science Fiction.



-Original Message-
From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Stickman
Sent: Tuesday, October 05, 2010 2:48 PM
To: Frans
Cc: opensource-dev@lists.secondlife.com
Subject: Re: [opensource-dev] Unity 3D as possible base / 2.x Codebase
plugin capable?

On Mon, Oct 4, 2010 at 1:38 PM, Frans  wrote:
> I really hope LL is not going to add a Mesh Editor in the client. That's
> just going to be so bloated.

I think it's a terrible idea for LL to try to recreate tools that
teams of professionals have already been working on for years.
Photoshop, Gimp, Blender, Max, Maya -- there are specialty tools out
there, many of them free, that already do a much, much better job than
LL ever could, simply because that is their only job and they have
years of a head start.

What I would like to see is a better connection with existing tools.
Being able to have SL work with other programs easier, better
conversion and import support, to cut steps out of the design
workflow. For example, texture work often involves modifying a
texture, test it out, modifying it again, and repeat forever. Having
SL "watch" a texture, model, or other file for a change and
automatically update it in SL so you can see exactly what it will look
like would cut out a lot of steps. Even if it was only a local view.
Heck, even if I had to pay for every single time I hit the save button
in Photoshop or Blender. Though I'd prefer it be integrated in a way
that all people could see what I was working on, then I hit "finalize"
and it does the final upload.

Having said that, very simple editors that are not designed to have
fancy features but be as basic as possible would allow people to
create things without going to an outside source. But it must be clear
and planned that they will never evolve beyond a basic level. A simple
whiteboard-style application for textures, being able to push vertices
around on a model or sculpty. Nothing fancy, but enough to create
something simple or touch something up without starting up an external
program.

That's my opinion. I know it's not universal, but it's my view based
on my limited experience as a content creator.

Stickman
___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting
privileges

___
Policies and (un)subscribe information available here:
http://wiki.secondlife.com/wiki/OpenSource-Dev
Please read the policies before posting to keep unmoderated posting privileges