On Feb 17, 2012, at 9:00 AM, Drew Hart wrote:
> money. The whole world is built on old, inefficient code, and if Linden tries 
> to update it those virtual objects can break, triggering massive backlash 
> from buyers and sellers." (Emphasis mine)
> I am just curious - is this statement true?  Is it true of Open Sim?  I feel 
> like it's not true, but I am curious for comment.  And are we sacrificing 
> quality to ensure backwards compatibility?  I guess this is a philosophy

I'd dare to say: yes. With some reservations.

Rationale: for example LSL itself, at least the current implementations of it, 
are AFAIK relatively inefficient. Not to mention not the greatest nor best 
known language around, with third party libraries etc. The LLUDP protocol is 
another problem point, but I'll focus on the scripting here as that's what your 
post seemed to refer to.

If you compare LSL with a completely from the scratch approach, where you would 
drop all concerns for backwards compatibility, you could use either Javascript 
and the powerful optimized V8 engine for it (used in Chrome and in many places 
that embed js now) or for example Lua which has gotten really popular in games, 
and is fast and light.

The reservations: I'm sure both SL and Opensim backends have done good things 
to optimize things e.g. in the script engines. Linden has been working on their 
viewer too etc. Usually it is possible to optimize, clean up implementations 
etc. while still keeping backwards compatibility. I don't mean to belittle that 
work nor say that it would be impossible. There might be some weird things with 
LSL that prevent some cleanup / optimization for backwards compatibility 
reasons but I'd guess those points are rare.

Anyhow my bet is that LSL will never beat V8, with the huge Google effort, nor 
Lua with the nice clean design that also allows great speed (with LuaJIT2) , in 
quality -- considering both the niceness of the langs and the efficiency of 
execution.

C# scripting for SL seemed promising in Babbage's demo and that would be plenty 
nice and fast, though. And with Opensim you get that efficiency by writing 
region modules.

In realXtend with the Tundra SDK we've been now pursuing the approach where 
dropped most our the legacy (slviewer and opensim) alltogether, compatibility 
as well. So there at least you have something to compare with: a nice clean 
efficient system, but with no SL compatibility. If someone is interested we can 
do benchmarks, just tell what to test & we'll report :) We currently use JS for 
apps (not V8 now though but there's a branch of qtscript with which we can get 
that) and may test Lua too. My wish is that we are still a humble part of the 
opensim community, even though use different technologies -- alternative tools 
that suite different purposes are good to have around.

And the fact that all you out there in the big world use Opensim happily and 
can't e.g. switch to Tundra is a perfect example why backwards compatibility is 
a big deal :) We here just have often cases where legacy doesn't matter, some 
new game or customer project where need to make a custom app, perhaps with no 
SL like functionality at all, so in those cases it's not a prob and we can 
pursue this route.

> Drew

2cently yours,
~Toni

> http://techcrunch.com/2012/02/16/littletextpeople/
> _______________________________________________
> Opensim-users mailing list
> [email protected]
> https://lists.berlios.de/mailman/listinfo/opensim-users

_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users

Reply via email to