[sldev] Re: [ARCH] Raw notes from the Second Life Grid Architecture Working Group.

Tao Takashi tao.takashi at googlemail.com
Sun Sep 16 02:30:48 PDT 2007


> Different topologies for region-connections would be incompatible with
> the LL design, of rectangular islands where people can walk/fly across
> borders at any point.
>
> 3D borders might be interesting, but in the long run, non-rectangular
> sims with various kinds of portal interfaces, will be the way to go, I
> think. Where available, no spaceship captain would ever take the "scenic
> route" of traveling at sublight speeds over any large distance. They'd
> use the handy space warp buoys (portals) instead. The appearance of vast
> distances would then be just a drawing convention, rather than travel
> time.
>
> This would also allow non-LL-style sims/regions/zones/whatevers to
> interact with the LL universe without having to conform to Linden sim
> conventions for topology, etc.
>
> In a sense, we do NOT want a "one size fits all" solution, save in the
> sense that everyone knows how to handle the transition between two
> different kinds of sims, including the issues of avatar clothing and
> accoutrements, appearance, possessions, and money.


Well, there might be a tradeoff between portal-like regions and contigous
space. Both should actually be possible and LL made it clear in that meeting
that they want a contigous space.

So maybe there can be different types of region domains with different
layouts and those which are compatible should be able to check this with
each other. Internally of course every region domain could say that there
are only portals if they wish to do so.

I only wonder how to define the topology which means which region connects
to which other esp. if both are in different region domains.

And I agree that mostly everything should be possible with this
architecture. Regarding money I think you simply have different account and
each component can define which type of service it supports.

-- Tao



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