[sldev] Re: [ARCH] Raw notes from the Second Life
Grid Architecture Working Group.
Callum Lerwick
seg at haxxed.com
Sun Sep 16 09:20:45 PDT 2007
So, how many of us came to SL from MUCKs or MUSHs? :) I know I did. SL
really is to MUCK/MUSH what WoW is to MUDs. Freeform socialization and
all users are typically allowed to build.
How many of us have built on a MU*? (I've mostly been on MUCKs, for all
I know this is horribly wrong for the other ones... :) For those who
don't know, usually you start out by "digging" a room. This creates a
room, a room that exists with no intrinsic location. It is nothing but a
dbref floating alone in the database.
You give the room a location by then linking it to other rooms. The
room's location becomes an illusion implied by its links to other rooms.
The room itself still has no intrinsic location of its own. Naming the
exits north, south, east, west, up or down is merely convention. The
structure of a MU* is essentially a directed cycle graph. Which is real
fun to try and create map out of if its creators haven't been careful to
keep it an undirected graph. :)
I imagine SL could work just the same. Users could freely "dig" any
number of dimensions and build in them. Each dimension would give a user
practically unlimited space. (How big is a double? :) Users could then
freely link their dimensions together as they see fit using teleporters
or portals. The dimensions could exist on the same simulator, or on
completely separate ones. In fact, we could abstract things at the
"dimension" level, and bounce dimensions around a simulator farm as
needed. If no one is currently in a dimension, you could even serialize
it to long term storage and shut it down entirely.
Users would no longer have to compete for space. You would no longer be
forced to live your second life next to an obnoxious neighbor. There
would no longer be a market for land sales. The market would become the
CPU cycles needed to simulate your dimension, as it should be. Suck it,
Anshe. :)
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