[sldev] Script memory limits, promises, parcel bonus

Tigro Spottystripes tigrospottystripes at gmail.com
Mon Dec 28 12:52:27 PST 2009


many of those things i believe would work better if done by the sim
instead of clients,  rpelacing the dfefault anims could be just another
tab on the appearance editor, with it's own wearable inventory type, the
server just simply reads custom animations from that inventory item
instead of running the hardcoded ones, flight assist would work better
as somthing like my pjira proposal for customizing the physical
cosntraintsa and forces applied on the avatar under each condition (
http://jira.secondlife.com/browse/SVC-4435 )


Lillian Yiyuan escreveu:
> More on topic for the viewer. Many of that activities currently
> performed by scripts should be done primarily out of viewer resources,
> these include, but are not limited to, AOs, radar, scripts on
> attachments, flight enhancement and so on. One short road to making it
> so that script limits are not noticed, is to take off the server the
> long list of activities that are server side, but do not need to be
> there. If most avs can wear their clothes and their AOs and a few
> gadgets, they will not notice scripting limits, and there will be more
> resources for physics, graphics and so on. Client side scripting is
> not easy but there have been enough implementations of it in various
> places to show that it is practical and not fatal to sim performance.
>
> Many of these enhancements have already been put in to open source
> clients, and therefore are good targets for implementation.
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