Jump to content

Lilith Heart

Resident
  • Posts

    31
  • Joined

  • Last visited

Reputation

14 Good

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Oh my !! I think I've let my garden get out of control. My Clematis needs a damn good pruning and my potted Geraniums seem to be breeding :-)
  2. I'm a scripting/coding dumbo. So... 1. Will Sansar have a open API enabling the addition of editor extensions by third party developers ? For instance Playmaker visual scripting tool or perhaps Behaviour Designer - Both of these editor extensions are available for Unity and are written in c# I believe. So .... will it be possible for Unity developers to port their editor extensions to Sansar ? I rather hope so as it would increase the power of Sansar xMillion. 2. I'm confused and so are others it seems. Will Sansar support a 'Universal Avatar' that can travel with it's inventory to any Sansar world that allows the entry of said Universal Avatar ? 3. This is not so much of a question but a statement. Surely there will be a map of 'Sansar Worlds'. Without a world map, there will be no sense of community. How will people find each other and interesting experiences without a map ? Excited and intrigued by Sansar
  3. Mostly I'm interested in additional information regarding Project Sansar and welcome this opportunity to ask questions. 1. Will the permission system of SL be carried over to Sansar, or some version thereof ? 2. Will Sansar allow full blown editor extensions like ... Fabric Engine, PlayMaker etc ? 3. Will Sansar encourage the development of land rental/estate businesses ? 4. When Sansar opens will SL land prices go down? 5. How do LL plan to develop the content ecosystem for Sansar in a timely manner ? Without it, players/users won't be attracted to Sansar. Content is King. 6. In Sansar, will there be Inworld Shopping ? or will there only be a web based 2D marketplace ? 7. Will Sansar have a vegetation editor so we can set up plants and trees to work with wind/wind zones ? 8. How much of a percentage will LL share of content sales in Sansar ? Will it be 30% like the Istore, Unity etc ? 9. In Sansar, will there be a map of Worlds ? If not how will people find Sansar experiences to enjoy and how will there be a larger sense of world community ? 10. Will the avatar appearance editor be a work of art ? Recent games are setting a very high standard 11. Will there be hard limits for Sansar avatars ? number of attachment points, polycounts, texture size etc 12. Can Sansar worlds be interconnected and borderless, without world/sim crossing issues ? 13. Can we see a roadmap for Sansar development ? What's done, what in development etc 14. Why are LL being so secretive about Sansar ? Are there any real competitors that LL know about who are targeting this specific area (3D multi-user, virtual world, community game development tool) ? 15. Why didn't the Lab start on Project Sansar sooner ? What were you guys thinking ? 16. Are LL as surprised as I am that there are so few Lab Chat questions considering there are 900k people logging in to SL per month ? Who are all these people and how come they don't have any pertinent questions about our world and future worlds ? 17. Can I have my own Lab Chat show as I have so many questions ? If any of my questions are chosen for Lab Chat, I would like to request that Saffia Widdershins ask them on my behalf. Thank you in advance Saffia :-) Lilith Heart The Heart Garden Centre :heart:
  4. Runitai, Couldn't we use the same 'visual muting' for large mesh objects, based on client preferences, instead of basically making large mesh objects impractical because of high PE We can attach 8000 sculpted prims (which is 1,638,400 tri polygons) but I can't use the equivelant tri polygon of 2 sculpties ( which is 4096 tri polygons) for a decent size 20m tree. It comes out at 180 prims at only 20m tall !! 4096tri polys as mesh at 20m = 180 prims I've seen sculpty trees that are 30 and 40 sculpty prims ..... This seems completely unbalanced. For plants and trees ... tri polygon wise .... mesh is so much more economical than sculpties, yet it's punished by the dynamically scaling PE to the point of redundancy. Shouldn't optimised, efficient, low polygon models be rewarded with a good and useable PE ?
  5. hmmmmmmm ....... so we can wear - 11k prims ...... Yet large rezzable objects are severely restricted by very high PEs for anything over 20m ....... Perhaps I should forget my beautiful mesh trees for SL and make AV accessories instead where there are no sensible limits and anything goes !!!
  6. Skinning with Dual Quaternions ....... yummy ... want it ...... but want lower PE for large objects first. Mesh is only HALF ALIVE with the super mega high PEs even for ultra optimised large mesh objects
  7. The PE for large objects is extremely harsh. It really is a great shame as the landscape of SL is in great need of mesh. Avatar accessories hardly need mesh at all and end users new and old will notice no difference between a billion ploygon sculpty necklace and a billion polygon mesh necklace We need mesh most IN the world not ON the avatars The look of SL could be transformed by mesh but the current mesh implementation with high PE for large objects will not improve the look of SL and hence will not improve SL retention rates :matte-motes-crying:
  8. Very nice work Mikki and 11 down to 4 does seem excellent, in fact outstanding PE ...... that's a lot of geometry for 4 prims. Must go do more tests with some big objects. If PE is dramatically improving for small avatar size objects, perhaps there's hope for bigger objects like trees and waterfalls etc Is there light at the end of the tunnel for large mesh PE costs ? I do hope so.
  9. Just in case I sound like some crazy person who only wants to make 64m trees ... perhaps I should clarify. I'm generally concerned about the PE for big items .... whether they are trees, waterfalls, castles, houses, whatever . Even 30m trees are coming out at 100's of prims. Compared to the sculpty equivalent ... which would be 3 or 4 prims ... how can mesh help make the SL world look better under these circumstances. Virtual worlds should be grand, magnificent, dreamy places. Sure some things are small but some things should be big and if those items are crippled by massive PE the world will be less for that. And the idea that I should cut up a lovely efficient single skin object into some silly jigsaw to improve the PE makes me feel quite ill. In any game engine ... continuous, single skin objects are preferred and more efficient as there are no hidden or overlapping polygons that need to be calculated and culled.
  10. Thank you for the info Drongle unfortunately I tried the trees on bug fixed Sandbox 21 and got pretty much the same crazy high PE numbers. Three sculpties each having 2048 tri polygons .... the mesh equivalent at full size ( 64m ) is over 500 prims. 500 prims for the same number of tri polygons as 3 sculpties .... that makes large mesh items completely unworkable and mesh is as good as dead if it stays anywhere near this number. If mesh PE was twice as expensive as sculpties ... ok .. we could handle that .... but 500 to 3, forget it !
  11. PE results bothers me greatly also and if you have to build in mesh, import the parts separately and then rebuild it in Secondlife, to trick the system to achieve an improvement in PE .... this wrecks the whole point of using mesh in the first place. One of the beauties of mesh is elegant pipelines that can dramatically improve productivity. If we have to build twice it's not efficient and is unnecessarily creating additional work. So everyone will have to build everything twice to achieve a bit of an improvement in PE ! that's just bonkers ! Current PE counts for any medium to large objects are absurdly high compared to sculpty equivalents. I'm assuming now that it must be broken and will be fixed otherwise mesh will be unusable for rezzable items
  12. Maelstrom, If you haven't already please go download Google Sketchup, a beautiful and elegant mesh modeling tool that is simple to use and a thousand times more powerful than building with SL prims. http://sketchup.google.com/ Mesh is wonderous and with tools like Google sketchup you can make mesh content for Secondlife that's more efficient polygon-wise than prims or sculpties. What would take you 10 hrs building in Sl prims ... you could build 20 mins with Google Sketchup or any pro 3D tool. It's only the mesh PE (the prim count for mesh) that's standing in the way of a new, visually exciting and wonderful phase for SL
  13. I'm so sad and despondent for mesh, but for me and thousands of other creators mesh is effectively dead, killed by the current PE
  14. Hey Drongle, Actually I noticed a tree on mesh sandbox made by Charlar Linden. It was about 4-5m high, which is about twice as tall as your avarage avatar. So..... it would be considered a small tree .... and it was 138 prims. I'm sure if Charlar Linden sized it up to a decent tree size it would be closer to 300-400 prims easy. Also noticed a tiny palm tree made by Bao Linden, probably fit inside most people's living rooms. That was 17 prims. Again, I'm sure if Bao sized it up to a beach size outside palm it would be 50 plus prims. Plants and trees traditionally have no physics. Even if they are large objects there's no good reason why the PEs are coming out so enormous ?
×
×
  • Create New...