There are a LOT of optimizations that could be made to the SL engine, many of them along that line (simply being able to tag content as static/dynamic). You might consider the possiblity of setting scripts as NOT state-saving as the default option for new scripts: require some sort of tag in the script to enable state-saving, and somehow grandfather old scripts (I can think of lots of ways, but the simplest is some sort of flag in the bytecode which simply doesn't exist in old scripts, but does exist and is set to "no" in new scripts).
I think many people don't care about the small performance impact their AO has when they're writing AO's that listen on channel Zero. If they gave a darn about sim performance, they wouldn't be listening on channel 0 to begin with. (The number of times I hear "AO Off" in public chat lends credence to this). If you don't make this option something that people have to take positive action to change, it'll become one of those esoteric things that people don't bother with.
Heck, my first jet pack script had 5 listens on it, all in public chat! The wings and particle effects all listened to te controller script for changes. I can imagine the lag if half the eople int he sim had one of those, on top of their tortured prim hair, AO's, and bling!
On 11/2/06, Cory Ondrejka <[EMAIL PROTECTED]> wrote:
However, we have a had a lot of discussions about giving scripters a "No
State" flag of some kind. This would allow scripts that don't maintain
state to not be saved/loaded on teleports or region crossings, speeding
up both of those events. This would make certain bling, UI elements,
attachments more valuable. I'd be curious about feedback on that.
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