[sldev] Script/Parcel/Memory Limits
Tayra Dagostino
tayra.dagostino at gmail.com
Wed Dec 16 12:08:33 PST 2009
On Wed, 16 Dec 2009 14:56:41 -0200
Tigro Spottystripes <tigrospottystripes at gmail.com> wrote:
> If normal usage is not gonna be affected negatively, if most users
> aren't gonna be affected negatively, then how can this problem be so
> big to justify such measures at all?
why, as you can read just above in this thread, a large number of
script waste simulator memory and is a source or wide lag. Take mind a
200prims jewell or a 150prims hair with resizer script or a 100prims
shoes all scripted with a resizer script each prim..... some good
scripter put a "delete" function to let customer to "clean" the object
after fitting the avatar (and some ppl don't know what happen if not
cleaned), but i prefer a safe way fool-proof like prioritization of
script (example: object rezzed inworld prio=1, hud prio=2, script of
attachment prio=3, where 1 is executed first and 3 in spare time) so
hud, and at least attachment, in this way the billion script attachment
will be reduced in spare time of simulator, without involve scripted
object or hud (maybe a limit per agent of hud script time may be a
transitional way to educated middle-low skilled scripters and
scripted items users).
This appear as a killing solution, but is the safier for an overall
lifeability of the grid
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