[sldev] SL 2.0?
Melinda Green
melinda at superliminal.com
Sun Jan 10 22:42:54 PST 2010
Lawson English wrote:
> Melinda Green wrote:
>> Meshes will give an amazing improvement to the flexibility of
>> building but they will not be a replacement for most current uses of
>> sculpties. Sure, some cases where people have managed to painfully
>> create polygonal forms will be more efficiently remodeled using
>> meshes, but all of the lovely organically shaped models that have
>> been modeled using sculpties will be best left just as they are.
>>
>> This is not a boon for the user resource haves versus have-nots, or
>> if it is, it's the other way around from what you describe in that it
>> will be a boon for people with low-end systems who will be able to
>> experience the same levels of realism they currently enjoy but with
>> faster frame rates that will be possible when inefficient built prim
>> and sculpty content is replaced with more efficient mesh versions.
>>
>> I don't think that it will be even possible for open-source
>> developers to bring mesh modeling into SL. Aside from overall
>> transforms and textures, I doubt that it will be possible to edit the
>> topology of existing meshes any more than it is possible to edit
>> existing textures. I therefore agree with you that it makes the most
>> sense to do all mesh editing using external tools. What you lose in
>> the community experience of collaborative building that Lawson
>> mentions, you gain in the ability to make really efficient models and
>> to easily make portable back-ups of your work. The back-up feature is
>> the one that has long kept me from investing much effort into content
>> generation but now it gets a lot more attractive to me and probably
>> to professional 3D modelers as well.
>>
>>
>>
> We already have the basics of texture editing inworld in the form of
> html on a prim, and Aimee's VNC plugin.
That's not texture editing, that's dynamic texturing. Cool but not the
same. My point is that uploaded meshes will likely be as immutable as
uploaded textures.
> Expecting the SL sever to track every vertex-change might not be
> practical, but a collaborative P2P connection between 2 or more
> clients ala croquet with the finish product updated to the sim server
> for everyone else to see, wouldn't be that difficult to work up. And,
> if someone cares to publish a specific dedicated server for mesh
> collaboration updates, the avatars of a sim and child-sims could still
> watch the mesh update in realtime, simply by bypassing Linden's sim
> servers
Sounds difficult to me, but go for it if you think that the benefits
outweigh the costs.
-Melinda
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