[sldev] Sculpties: Vacuum-Forming, Skittering, Zone Linking

Callum Lerwick seg at haxxed.com
Mon Oct 8 22:27:28 PDT 2007


On Mon, 2007-10-08 at 21:42 -0700, Philip Rosedale wrote:
> We have some ideas about how to greatly speed the 
> loading of objects so that those 'flyovers' we dreamed about back then 
> actually work with the current density of objects and textures in SL.

Putting a real world dollar value on virtual space, of course, is what
encourages high density building. Unused virtual space is virtual wasted
space that costs residents very real $$$, so they make do with as little
land as they can.

Of course the reality is, virtual space is exactly the thing that costs
nothing. :) Its a lack of something. It takes no storage space, it takes
no CPU time. Its the prims that take CPU time, storage space and
bandwidth to maintain.

Now if virtual space were real-world free, and builders were limited
purely by prim count, people could spread out their builds, reducing
load on just about every level.

Inter-dimensional portal web plz. :)
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