[sldev] Script/Parcel/Memory Limits

Dahlia Trimble dahliatrimble at gmail.com
Wed Dec 16 19:31:18 PST 2009


I'm curious why people deem it necessary to distribute resizing systems with
a slave script in each prim. Most of the resizing scripts I've seen only
allow you to adjust the size and position of prims, this is at most 6
floating point numbers per prim (x, y, z offsets, x, y, z scale). These
values are only needed as they are relative to the size and position of the
prim in the original design. Thus, a resizing system could be designed which
has a master script with memory storage for these values for each child
prim, and self-deleting child prim scripts which send the original values to
the master script one time (*before* leaving the designer's workshop) and
then delete themselves. The deletion function could also be enforced by
having the child prim scripts send their data and self delete when a
CHANGED_OWNER event occurs. The master script can then modify these values
and modify the child prims using the existing llSetLinkPrimitiveParams()
function.

If such a resizing script were commonly used, I suspect it may significantly
reduce sim memory usage. Unfortunately, the designers of the resizing
scripts in use today chose not to use such a method.


On Wed, Dec 16, 2009 at 6:38 PM, Twisted Laws <twisted_laws at hotmail.com>wrote:

>  Add an optional command for scripts of llLoadWhenAvatarIsWithin(meters)
> and a lot of us would use that to control waterfalls, fountains, pets and
> other things :)  Of course, you
> need an CHANGED_ACTIVED and CHANGED_DEACTIVATED events to go with it.
>
> Twisted
>
> From: babbage at lindenlab.com
> .....
>  Interestingly with over 1000 running scripts for every logged in avatar,
> that is still largely the case: you can look at Second Life as a world of
> scripts that humans occasionally visit.
> ...
> Babbie
>
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