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animats

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Posts posted by animats

  1. 2 hours ago, MichaelCorleone Losangeles said:

    @QwiQ I agree with much of what yours saying and would like to continue the conversation on Discord. I've setup up a server specifically to tackle this issue. I want to understand why the Lego Yacht sold for $650K when we have far superior products here in Second Life. I know its because its associated with The Sand Box, but once again Second Life is far superior to the Sand Box. I truly want to understand this because my gut tells me this is all a big bubble and Second Life is a underutilized platform. You reach me on Discord at godfathaog#7839

    FYI I built this marina 10 years ago to market my yachts. In addition to selling yachts we also rented apartments and retail space and ran a virtual yacht charter experience. I built all my yachts in Second Life. Now I'm looking to hire someone to help me convert them to mesh and tokenize them. 

     

    Oh, definitely. Take the yacht's file in Blender and export it as GLTF format. OpenSea accepts GLTF. That will have all the meshes and textures, but not the scripts. Provide lots of nice pictures. Pay the minting and listing fees there to list it. Set up a web site with this video. Add some clip art with images of money, and lots of NFT boilerplatee. Tell buyers that if they buy it, they get a no-copy version usable in Second Life, too. Make up a version for the NFT with a different color scheme than you usually sell in SL. In fact, you can sell different colored and patterned versions as "uniques", so if it sells, make more.

    Let us know how it works out, please.

  2. There was someone at the Open Simulator conference a few days ago who was talking about NFTs for that side of the world. But she hadn't gotten very far. NFTs make more sense on the Open Simulator side than on the Second Life side, because Open Simulator has multiple grids under different ownership. It's possible to move things from grid to grid, and making sure that was a move, not a copy, is tough.

    One way to do ownership checking for objects to have a script which "phones home" to a server that tracks object locations. On rez, and maybe once a day, each object would phone home to make sure it was the only copy. If an object was told by the server that there was more than one copy, the object would first send out warning messages, and after a while, all but one copy would delete itself. You could have copies in inventory on multiple grids, but rez on two grids and one copy will disappear.

    If the script for this is part of another script which the object needs to operate, it's going to be difficult to remove this copy protection without making the object useless. It would also be possible to check authenticity of the objects of others with a HUD or security orb that obtained the object data (which you can do from a script) and checked with the database. The amusing form of this would be a security orb for nightclubs which detects an unauthorized copy of a luxury item, focuses spotlights on the offending item, screams "FAKE", and ejects the offender.

    Now, one way to implement this would be to use a blockchain as the ownership database. That allows you to resell objects outside of world and have the sale enforced in world. That's where NFTs fit into this. To sell someone something, you have to both transfer ownership on a blockchain and send them the object. It should be tied into a vendor system where, after buying the NFT on chain, you go to a delivery terminal and get it delivered to you. The former owner's copy will then be deleted by its own script.

    Then you can rez and admire the precious.

    I have no interest in doing this, but if someone else wants to, go for it. You might be able to make some money. Get some good creators on board, and this would lead to better NFTs than the terrible pixelated art currently for sale on OpenSea. It could make SL attractive to the cool kids with money.

    Or maybe nobody will buy your US$5000 purses.

    • Haha 1
  3. 3 hours ago, NiranV Dean said:

    I'd highly suggest using Shadowplay/Share then since you have a NVidia GPU which captures at live speed and without performance loss.

    On Linux... well to have some kind of measurement we'd have to go to the place ourselves and on a Linux Viewer (Linux Viewers are known to be much faster ~ up to twice the framerate in some cases). Would be interesting to see how the usual Viewer fares against this performance wise. We should keep in mind though that a normal Viewer is doing a lot more work than your Viewer currently is.

    I should probably use OBS for recording for public release. Mostly I just record video for debug purposes, and sometimes edit that into something to show.

    Right now, the lower levels (Rend3, WGPU, some other stuff) aren't working right for cross-compile from Linux, so I can't yet build for Windows easily.

    Yes, the normal viewers are doing more work. The render loop, though, is on a CPU by itself, not slowed down by what the rest of the program is doing.

    There's no magic here. It's just routine modern rendering technology. Now, UE5, that's magic. Probably by UE6 or so you'll be able to use that for an virtual world viewer. UE5 still requires too much asset prep with UE tools.

    Avatars are still tough. Haven't gotten there yet. WGPU doesn't do rigged mesh yet. This is a long way from release.

  4. 7 hours ago, NiranV Dean said:

    I'm not impressed yet. The video really doesn't show much of what you are saying the Viewer is doing.

    The framerate (in your video) is absolutely not even 30 FPS, that's more like 15 FPS.

    Loading from server is not shown here either, this is a fully cached scene and while some cache improvements would be nice they aren't exactly world moving.

    The only major difference i see there is the shadows seemingly being either prebaked or independent of camera (e.g world spaced rather than camera spaced) which gets around the ugly "crawling" and constantly changing shadow corners. Which i wish was something SL would do.

    Live, it runs about 55 FPS on an AMD Ryzen 5 with an NVidia 3070. Linux 20.04 LTS. The video capture isn't full speed, because Kazaam, the capture program, can't keep up.

    Shadows are not prebaked. Sun only, though. Shadow crawling was a problem in an earlier version of Rend3, but has been fixed.

    Asset loading from server isn't full speed yet. Using a JPEG 2000 decoder from Rust is currently a problem, and the decoder is currently a command-line decoder running in subprocesses. That's a temporary solution. Here's what startup currently looks like with loading delays visible: http://www.animats.com/sl/misc/accessmalltest.mp4 That's an early test, not final. As you get closer to objects, their loading priority increases and the priority queue is updated, so you get the high-detail version fast as you approach something. There was an LL attempt to do that in the SL viewer years ago, but it was abandoned.

     

    • Like 1
  5. Zindra was supposed to look futuristic. Curb-level street lights, planes of light as traffic lights, monorails. The safe hubs match that.

    nelsonia.thumb.jpg.bebc28ee47c9596cbb1a67133c6a2362.jpg

    Nelsonia safe hub, off the north coast of Zindra. Not bad, but isolated.

     

    teleportfails.thumb.jpg.fd91327cf8374a738386056d87801d36.jpg

    This teleport board doesn't work. Nothing useful happens when you click. Many of the destinations listed no longer even exist. So new users are stuck here, on an island, with no idea of where to go.

     

    brokentutorials.jpg.5ab8b8ee692cd2ca1d0fda5f832e46ae.jpg

    New users can get help here. No, they can't. This sign brings up a dead link.

    And LL wonders why new user retention is a problem.

    • Like 2
    • Thanks 1
  6. It's come up at Creator User Group a few times in the last year.

    A solution has to be backwards compatible, not increasing the LI of existing objects. Otherwise, when deployed, some people will have their parcels go over limit and objects will be returned. There's already been one change like that, with "old" and "new" LOD accounting. Give a prim torus a material and watch the LOD increase as it changes to new accounting. Adding a "newer" LOD accounting is not a popular idea.

    There's also the issue that the LI accounting is tuned to the way the viewers draw, using OpenGL. Someday the viewers will switch to Vulkan, which has totally different relative costs. (No "draw call" cost.). Speeding up the viewers (which is actually being worked on by LL, after a long hiatus) is more productive than messing with the LI accounting.

    Avatars have their own problems. Avatar LODs don't work, because every attachment has the LOD distances of the main avatar. If you don't do it that way, the avatar starts coming apart at distance due to much existing clothing having terrible or non-existent lower LODs. 20,000 triangle shoes are common. You can try this by putting purchased mesh clothing on an an animesh character. The LODs will usually be terrible, clothing parts will disappear at distance, and the LIs will be huge. Which is why avatar complexity is such a problem.

    (There's clothing with proper LODs made for animesh - Meli Imako and Duck Girl make some. It's rare.)

  7. 4 hours ago, Rowan Amore said:

    There are tons of avatars in your Library folder.  Choose one.

    Yes. Especially if you got stuck with the male default, "70s disco guy with radio". The female default, "dress and big floppy hat with purse and small dog" is not as bad.

    Go to Firestorm Help Island or New Resident Services (which you can find via "Search" in the "Content" menu) for better avatar and clothing options. Their stuff is all free. Don't spend money on expensive avatars and clothing until you have the clothing options figured out.

    Clothes shopping in SL is about as complicated as shopping in real life. Really good looks are possible, but take some work to achieve.

    • Thanks 1
  8. The most efficient way would be to construct a string of lights with all the bulbs on the same face, but at different places in UV space. Then set up texture animation in UV space to scroll some long narrow texture past all the faces. Texture animation is nice for this because there's no script load - the viewer does all the work.

    • Like 2
  9. 13 minutes ago, Quistess Alpha said:

    As much as ~I would love to see this be a thing, if this would be so popular, why aren't there many private regions providing this? Or maybe there are? I can't say I've looked extensively.

    Like many of the best parts of SL, it's a niche that someone undertook to do well. Others include the Blake Sea area, the Fruit Islands, the City-State of New Babbage, and the Confederation of Democratic Simulators.

  10. If you want themed region in an adult area, check out Aurora Town. It's most of the Paceglen region of Zindra. They rent houses. Not too expensive. The residential sections look much like Belli. There's also a commercial district. If someone built what you wanted, it would probably look like this.

    (Aurora Town used to be larger, but they seem to have downsized. They had a private monorail system and more commercial buildings. Now the area is surrounded by vacant lots with rental boxes from the usual landlord.)

     

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