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Community Virtual Library

Community Virtual Library
Related:  Second Life

s 3D Tools and LSL Script Repository Image UUID: 40474b70-5a33-5102-6872-14a926fc53f7 Due to sp4mz0rs, I am forced to cut of any possible form of communication on this website. So the script submit form is gone and it is also not possible to post comments or questions any more. I can be contacted in-world if you really need to. I’ve always been wondering about the ideal system requirements for running a sim on a server and I may have found a somewhat clear answer at the OSGrid forum. ( ) It is an article from 2008, but most likely still suitable today. Richard Senior said: The bottleneck on any server used for OpenSim is almost always the avalibility of RAM.

Second Life Marketplace Scripting Snippets, 7: Creating a HUD « A View From Another Life This is going to be a long one. Get yourself a cup of coffee first. What is a HUD? If you have to ask that question, you probably won’t get much from this article, but HUD is an acronym of Head-Up Display, and allows creators in Second Life to add a user-interface to gadgets. They are created from prims just like any other user-created objects in Second Life, but they are only visible to their owner, and always appear ‘flat’ against the screen. For example, here is the popular blogHUD, for making blog postings from within Second Life: When I started trying to create HUDs myself, I found that there was very little information about how to go about it, and I struggled for a while with even the simplest things. In this post, I’ll show the basic steps of creating a HUD, and point out some of the pitfalls and ‘gotchas’ that you are likely to encounter along the way. Are you sitting comfortably? The first thing to do, of course, is to decide what our HUD will contain. Create a simple cube. Yuk.

Gwyn’s Home » The Post-Human Perspective of `Self´ by Extropia DaSilva (part II) An essay by Extropia DaSilva and her Primary. Technology trends suggest our definitons of ‘self’ and ‘person’ will need to be re-examined in the future. Is this future best anticipated by thinking of our avatars in the first person perspective (‘I’ am in SL) or the third person (‘she’/'he’ is in SL)? To be fair, on one level you could say these predictions were accurate. If we could anticipate what the extra element might be, we might be able to ‘expect the unexpected’ as it were. I believe that our future online worlds will not be populated just by tourists from RL, but also by software lifeforms that are indigenous to the VR world. Karl Sims developed a software world in which creatures evolved to be as efficient at locomotion as possible. So far, none of these software experiments in evolution have come anywhere close to achieving intelligent virtual lifeforms but if that ever happened, who is to tell what bodies such minds would inhabit, or what they would build and invent?

linden+scripting+language+guide-gian lee Second Life: New World Notes SL Flickr of the Day: Moos Makes the Metaverse His Canvas "Lost" isn't some mid-century masterpiece you forgot you once saw, it's a screenshot Second Life (at least it started that way): Moos Hultcrantz is the man who made the metaverse his canvas in this way, and the rest of his many SL photos (some more post-processed than others) is a perfect stream of moody eye candy for the weekend. Here's a stream featuring the late-lamented Venexia in SL: Continue reading "SL Flickr of the Day: Moos Makes the Metaverse His Canvas" Posted at 01:55 PM | Permalink | Comments (1) Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons? Of course you would, of course you would. Continue reading "Would You Love to Be Above the Virtual Sea in a Chair Held Aloft by Balloons?" Posted at 12:36 PM | Permalink | Comments (0) Virtual Reality Movies Are "Not Storytelling", Says Pixar Co-Founder; VR Pioneer Jacki Morie Agrees -- For Now His point: Here's the challenge, as she sees it: The Times, Mr.

ALSC Blog » Blog Archive » Second Life, Third Life, Fourth Life… For my daughter’s 9th birthday party, we decided to celebrate it at Sega GameWorks in Seattle. Everyone got unlimited access to the videogames for 2 hours so naturally, I plopped myself down on a game I haven’t played in over a decade. It was a game I used to cherish with my husband before we got married–Virtual Fighter. It really brought something to light. I discovered that having a Second Life isn’t all that different from real life. My point is, don’t buy into the backlash against 2nd Life. Many of us are in denial that we are in the age of digital natives.

Script Libraries - The Schommunity Wiki From The Schommunity Wiki As we get more involved with Second Life it's becoming clear that we need to find and share useful scripts. This page is a list of scripting resources we've found, and scripts we're working on (some complete, and some still in production). We've put up several of the scripts that we have developed - you are welcome to use them in your projects as you will but please give us credit and include in the comments a link to the schome project: Scripts on the Schome Wiki Working Please put your name next to the script so if somebody has a problem they know who the local expert is. UtilitiesSit script - Mars Sensor script - DanSchome help script - DanObject teleport device - Mark found on the webPendulum Script - for timing things ... AvatarPerson Cannon - Olly Under development/ need help with... Hawiian Shirt help button - Olly Cannon ball Cannon--Olly Script for a coded door, but I can't get it to work :S. External Scripting Resources

Discussing How to save Second Life textures to your hard drive in Linden Village ▓▒░ TORLEY ░▒▓ says: ... so you can upload them to Flickr! The following info is also in the official Second Life Knowledge Base. You can export any fully-permissive texture from Second Life and save it to your hard drive (or other storage medium). By fully-permissive, this means you must have ALL "Modify", "Copy", and "Resell/Give away" (transfer) rights for the texture. Example of a fully-permissive texture: By default, textures you upload yourself, whether it's via File menu > Upload Image or the Snapshot button > "Upload a snapshot", will be fully-permissive for you. So here's how to do it: * Double-click the texture in inventory to view it. * Go to File menu > Save Texture As. * Give it a name (it doesn't auto-copy the name of the texture), and save it to a directory. If you go to that directory on your computer, you should see a "texture.tga" file. In any case, once the texture's on your local disk, you're free to edit it, and then re-upload it back into Second Life if you want.

Serious Games Source: 'Enjoying Your First Life? Why Not Add a Second? Developing Library Services in Second Life' Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support by Christian Nutt [04.24.14] Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code. Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet Blog: Crunch is good for you by Gamasutra Community [04.25.14] "'Crunch' has become a dirty word... I’m here to argue that crunch, in small doses, is actually good for your team, your process, and your game." Persuasive Games: Shell Games by Ian Bogost [03.03.10] Just what will the achievementization of the world mean? Country for Old Men (and Women) by Luis Matos [04.22.14] This week I was quite surprised at the latest news about Oculs Rift. A Game Concept by Matt Powers [04.21.14] Creating a game concept is one of the very first steps in video game production.

Take a Sneak Peek at the Pathfinding Experiments B An ethereal wisp glides through a fantasy forest and then vanishes, only to reappear at your side a few seconds later. Dozens of beetles and rats creep across the floor of a decaying,decrepit building, scurrying away whenever you get near. A hideous, scaly beast chases you up hills and across regions, dodging anything that gets between it and dinner. These experiences are possible because Linden Lab is about to unveil a new, robust pathfinding system that will allow objects to intelligently navigate around the world while avoiding obstacles. Pathfinding is a new set of LSL calls and Viewer tools that allow for smoother and smarter movement for non-player characters and objects in Second Life. Pathfinding is efficient because it allows creators to place a much larger number of moving objects in a particular area without affecting server performance. Additional pathfinding tools, and the ability to generate your own pathing data, will be put in Beta in the coming weeks.

Suffern Middle School in Second Life Pathfinding in Second Life From Second Life Wiki Overview At a high level, pathfinding provides tools and functions to enable smoother and smarter movement behavior for non-avatar entities in Second Life (for example, monsters in a game, rats in a haunted house, wisps in a fantasy forest). We refer to these entities as characters; in gaming terminology, they are sometimes called NPCs (non-player characters) or mobs (mobile objects). Up till now, content creators had to use resource-intensive scripting workarounds to emulate intelligent character movement. With the addition of pathfinding, content creators will have a much easier and better performing way of creating characters that can move around in the world. User group Please go to the simulator user group for questions related to pathfinding. Transcripts: LSL functions The pathfinding LSL functions enable you to create characters that dynamically avoid obstacles while performing typical behaviors you might want in a game or other virtual experience, including:

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