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Inventor Alchemi

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  1. At first glance Hypergrid looks a lot like what I'm describing. I shall look into it further, thank you!
  2. Like many of us, I dream of making a new virtual environment similar to SL. Here are some thoughts on the subject that you may find intersting: 1. The Universe. This virtual environment would be an extension of SL in which SL existed as a single planet in the virtual Universe. Travel between planets may occur by spacecraft of any imaginable type, but should be viewed as a journey not an instantaneous teleport. In this way we leverage the existing SL and grow it beyond what it's current limitations are. 2. Billing. Each world has one or more marketplaces for user commerce, and it's own model of overhead billing. I suggest the use of server resources as the measure of billing. Currently in SL the primary means of overhead billing is land use fees. In The Universe, land size is not restricted by acreage so this type of billing makes no sense. Rather, the actual purchase and operating cost of the server that your land or space resides on, expressed as a percentage of usage, is what you pay. Something along those lines. 3. Open Philosopy. If you run a web client you must log in to someone else's server and pay their fee for usage. If, however, you download the server software to your local machine, you become a provider and may charge fees for usage. In this way anyone can try the game from a browser interface without downloading a viewer, and also those more involved can have their own land for free and even profit from the use of it. This approach also promotes healthy competition in that those places with the best content will attract the most users. 4. Creators. All types of creators may play a role in the development of The Universe. At first infrastructure creators will lay down the basic fundamental implementation of The Universe, then tool creators provide the tools to be used by content creators for building the places in The Universe. This way no matter what your skills are, you can make a contribution and be rewarded accordingly. 5. Bridges. If possible the strategy should include bridges between different virtual environments. For example, if logins were automatically handled as teleports with a corresponding swap of infrastructure software, it might even be possible to have a War of Worldcraft planet in the first solar system, or even strangeness like a giant Roguelike world... but I digress, anyway think about bridges as well. That should be enough of a general outline to spark your creativitiy and imagination, that is assuming it's a good idea. This project is way bigger than any one person so it would have to be a team effort starting with a few key individuals and expanding from there. I would be happy to offer my time as part of this effort. Your comments, suggestions, and constructive criticisms are very welcome! Inventor Alchemi
  3. p.s. I made a Second Life Group called "Chainmaille", anyone can join and we can use it as a focal point for chainmaille within Second Lofe.
  4. Hi folks, I'm writing in the hope that someone else is into both Second Life and Chainmaille. By that I mean the weaving of rings into objects such as jewelry or armor and the like in hobby and business forms, not the email spam stuff. Chainmaille is an art form that can range from expressive to scientific, and in a way so is Second Life. I have recently discovered that the physics simulator in Second Life is of great value in designing chainmaille as a 3DVR creation. All you have to do is make the chainmaille out of torus and/or cylinder forms (cylinder for square cross-section wire, rare but useful) and then select all of the objects and mark them as physical. When the edit mode is released, the rings all seek their minimum energy state and probably ezxplode all over the place, lol. But the concept does have potential for verifying new weaves and designs without buying or weaving a single ring. Also I would like to point out a possibly excellent marketplace opportunity. If we create Second Life versions of our Real Life chainmaille, then we can sell them together on the Second Life Marketplace as a pair. The customer receives an SL model of their RL jewelry or whatever the cvreation is in addition to the RL object itself. The notion of pairing RL with SL is not new, but is also not widely used in SL and I think it makes a lot of sense for the poor starving chainmaille artist. Anyway, regardless of the validity of these two points, we maillers should stick together like birds of a feather, so reply to this thread with your comments please! Inventor Alchemi
  5. Actually Jenni and others, the notion of client-side music features reminds me of my earlier attempts at adding the ChucK music programming language to the client. With the help of a friend who wrote some server translation software for this purpose, I was able to do voice morphing and voice processing, plus control music heard by the client with scripted prim objects. So for example you touch a prim slider to adjust it's position along it's length from 1 to 100%, and the ChucK synth changes some parameter in a flute model is one thing we did. Interestingly enough it can also work the other way where ChucK senses mouse or keyboard or joystick or accelerometer or whatever and sends that information into SL. But that's the flip side of the coin, both sides do work anyway (or should). Hope I didn't wander too much with that, but yeah I've taken a first step which is a good step but it's not working right now due to my buddy taking the server code offline. Maybe the project should be resurrected?
  6. Yes, certainly a pitch shifter created by varying the playback speed would be an easy feature to add. That particular one and some others like filters and oscillators would be hardly any more computational burden than sample playback and the burden could be placed on the client so that there would be little lag on the sim if any. More involved stuff like VSTs, intrument models, etc. would definitely add too much lag to the server though. So it's a matter of choosing some select basic simple functions and letting the creators cut loose with them and create. After all, look at all the excellent instruments and art installations that have been created using sensors and sample playback. As far as LL's plans I have no idea.
  7. I have thought of creating some sort of "awareness HUD" that sends out drones to scan and summarizes all the scanned into on the HUD. Once the key of an avatar is determined via scan, the detected functions can be used to gather information and present that info in some tabular fashion using llSetText() on ths HUD. Now that we have llRegionSayTo, one could speak to an avatar or with llMapDestination, could tp to it. Also cam tricks can be used to follow any avatar within the region or even beyond. There's probably tons of other stuff you can do as well, but I have never gotten around to it. Maybe soon.
  8. Yes, good point that development effort could be an issue, though as I recall the ChucK language was ported to iPhone development in a matter of months. Actually that's the one I'd recommend, ChucK because it's open sourced and fairly powerful. Also a full programming environment is not necessary. Something as simple as a few LSL functions that oh, say, work with samples a bit would help a lot. Filters are easy enough to implement, oscillators are simple, the ability to play samples at different rates including backwards would help. In other words, LL could write ONE SINGLE LSL function such as an oscillator and suddenly music creation gets richer, more vibrant, and dynamic.
  9. Regarding the issue of viewer complexity, the music synthesis functionality would be built into LSL, not the viewer. Regarding the DJ streaming capability, that is music playback and live performance while here we are discussing music synthesis. I think that people who have never gotten involved in electronic music creation or any music synthesis techniques are unaware as I was previously of the incredible music creation tools that are available. It's not all capturing performers and recording them, it's programming, mathematical models of instruments, software synthesizers, fractal note sequencers, and the list goes on and on. People tend to think that LISTENING to music is good enough for SL, however I feel that if we were capable of CREATING music in ways other than samples then SL would be a far richer place. If the intent of my message remains unclear, please ask and I will elaborate more.
  10. To my knowledge SL has no music creation tools besides sample playback. While a lot can be done with samples, they are just one limited technique. Considering the open source code exists for languages like ChucK, Supercollider, Csound, and the like that exist, I find it very strange that LL has not incorporated music synthesis int LSL. The ability to sweep a VCO or pluck a Karplus Strong string synthesis algrorithm, etc. would be a tremendous enhancement to SL yet there appears to be no effort to p rovide this feature. Why is that?
  11. Here is the SLurl: http://maps.secondlife.com/secondlife/Little%20Blue%20Island/234/228/22 enjoy!
  12. My friend and I are working on a Teddy Bear Factory in my shop on Little Blue Island - not a full sim, but just a shop full of machinery operated by teddy bears. And of course their product being produced is guess what? A teddy bear, naturally! I've kept the shop for a while now, mainly to support Little Blue, but also to establish a presence for my Marketplace store. So yeah, it's a little bit commercial but not much. Anyway, you are welcome to visit the northeast corner of Little Blue Island to see it if you like. Right now we have pretty much all of the pieces in place and some llTergetOmega() rotations in place plus some working steam powered presses with a borrowed script. My next effort in the factory will be to create a set of master/slave scripts so that all of the activities in the factory can be properly coordinated. There is a need to have teddy bears moving onto and through and off of conveyor belts, machinery operating on them, rezzing and derezzing at correct times, etc. It's OK, I can script well enough, just have to figure out the plan of action. Anyway, it's a work in progress and I just thought I'd post to get your reaction about the store. Maybe if we get good at this one day we'll do an animated teddy bear sim or something, but for now this is what we are focusing on. Comments and suggestions welcome. Inventor Alchemi (Creator)
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