Chin Rey
Lag fighter
- Joined
- Oct 28, 2018
- Messages
- 769
- Location
- Norway
- SL Rez
- 2013
You're not at all the only one but as I said earlier, we have to agree to disagree. This is ultimately a question of what SL's target market should be and there is no "true" answer to that. Besides, it is what it is. Changing direction now isn't going to bring back any of the people who elft ebcause they couldn't find what they were lookigng for but it will alienate quite a lot fo the people who remain.Well I hate to be the only one to disagree with this, but I do, fiercely.
I work almost exclusively with polylist meshes these days but that does not mean I'm a believer in the Church of the Holy Mesh! Everything has to be converted to mesh eventually because that's the only thing the APIs understand. But that conversion can be done - and is often better done - by the rendering software far out of sight from the poor overworked builder. There are several other approaches to 3D modelling and some of them could be very suitable for buiding on location. The prim system we know and love (or hate) is only three of them.If LL had put their effort into making an in-world mesh-making tool...
The most obvious solution for Second Life would of course be to build on what they already have. Very few people realise that the prim system we know is a heavily simplified variant of Avi Bar-Zeev's original concept. He had to nerf it because computers still weren't powerful enough to handle what he wanted them to. Un-nerf it, add some functions Bar-Zeev didn't even dare think of back then, add some more advanced culling algorhithms and give the assets database the upgrade it should have had years ago. That should cover just about every item made by humans in history. Now, replace the poor old outdated system vegetation with a modern procedural system for organic shapes - something like what SpeedTree and Unigine have.
Done correctly we'd end up with an inworld buiding system as flexible as but less resource heavy than polylist meshes and with entry level at least as low as prims.
It's not going to happen of course. Even if LL didn't have other priorities, they simply wouldn't be up tot he task these days. Don't get me wrong, I'm not trying to belittle their current developers and progammers. They are doing some serious good craftsmanship now and they're getting better every day. It's just that out-of-the-box thinking is not their thing. We'd need Lindens like Avi, Cory and Eric for this and they are all long gone.
A quick factual correction: Bellisseria does not have double prim quotas.I guess they are seeing the new lands of Bellessaria as a success, as people are clamouring for more, but the significant advantage of double prims and an actual garden space cannot be underestimated.
That's my impression of him too and yes, I do hope he's found a good new job. It's still a loss for Linden Lab though. They do have other developers with similar qualities - Oz and Vir are two names that spring to mind - but they need more of them, not fewer.PS I'm personally very sorry to see Nyx go, as I worked with him on Linden Realms and he seemed far more intelligent and grounded than most of the Lindens I had contact with. I hope he finds somewhere which appreciates him better.
Oh, I was wrong then. He was the one who did the Q&A in the What is Sansar group when the oen beta was launched so I assumed that was what he was working on.Soft, or so I am told, never left SL. He did work on Sansar but never formally transferred to that project.
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