[sldev] Script/Parcel/Memory Limits
Ziggy Puff
ziggy at planetziggy.com
Wed Dec 16 20:07:23 PST 2009
I wrote some scripts for a friend which let her sell a single object
with multiple color options on subsets of prims, instead of creating a
different object for each color permutation. I set it up with a pool of
slave scripts in the root prim, and she tested it on a few customer with
different numbers of slave scripts. Every single customer with a small
slave pool complained when it took more than a few seconds to switch the
textures.
She was happy when I told her that pretty soon all of that can be
reduced to one script.
Kelly Linden wrote:
>
>
> On Wed, Dec 16, 2009 at 7:31 PM, Dahlia Trimble
> <dahliatrimble at gmail.com <mailto:dahliatrimble at gmail.com>> wrote:
>
> The master script can then modify these values and modify the
> child prims using the existing llSetLinkPrimitiveParams() function.
>
>
> At 0.2 seconds of script sleep per call you are currently at 1 second
> for every 5 prims. 100 prims is 20 seconds and 200 is 40 seconds of
> pure sleep, outside any time the script actually uses. While this
> isn't actually very horrible for something that you would in theory
> only do rarely why push this on your customers when it is simple to
> have a script in each prim and get near-instant change?
>
> By adding a version of llSetLinkPrimitiveParams that does not have a
> delay you will be able to get the same 'near instant' change with a
> single script, and that is our goal.
>
> Additionally, llGetLinkPrimitiveParams doesn't yet exist and will
> remove the need for even the initial round of self-deleting scripts in
> each prim.
>
> - Kelly
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