[sldev] SL 2.0?

Dale Mahalko dmahalko at gmail.com
Wed Jan 13 20:42:45 PST 2010


There are other important questions to ask about SL 2.0.

Will the mesh implementation support deformable meshes rather than
merely static meshes? Are bones going to be supported in these meshes?
And if so, how will a scripter communicate motion to a specific bone
within a mesh?

To make physics processing faster for complex meshes, will it be
possible to have the visible mesh ignored by the engine and instead
use an invisible simplified low-vertex collision-geometry mesh, that
is bound to the mesh and not treated like a linkset?

The idea of constructive solid geometry has been thrown around since
the very beginning, as a possible "future option" but of course
nothing ever developed from that. Will we see anything happen with CSG
or should it just be scratched out of the playbook as unlikely to ever
be done?

Will a hierarchy of objects be permitted, with an editable,
rearrangeable list of object members? I don't mean anything like the
current slopped together linkset system. I mean a real hierarchy
editor window, with the ability to edit or remove a single child
object without delinking everything and the order of objects in the
hierarchy then getting all messed up on the mass-relink.


If LL's history is any indication, SL 2.0 will just assume by default
that everyone has a 50 megabit Internet connection, and if you have a
mere 256 kbit you are not going to be able to do much of anything.
(Where's the official support for an organizational-level proxied
asset/texture cache? I've pretty much given up hope that LL will ever
care about its limited-bandwifth users with a huge number of people on
a limited pipe, like at schools.)

- Scalar Tardis / Dale Mahalko


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