I go back and forth between OpenSim and AuroraSim, a bit like cross-training, and I'll admit I'm not all that familiar with the various scripting languages and methods. I usually just change the settings in my INI files that I am familiar with, but I think AuroaSim has it built in to allow Java, C# and others to be used. If so, couldn't that bit of coding be added to OpenSim?
On Fri, Feb 17, 2012 at 8:44 AM, Daniel Smith <[email protected]> wrote: > > > On Thu, Feb 16, 2012 at 11:00 PM, Drew Hart <[email protected]> wrote: > >> Techcrunch, in writing about Linden's purchase of LittleTextPeople had >> this note: >> >> " Second Life in part revolves around its ability to let users create >> virtual objects and sell them for real 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 can comment on a specific event that goes back to 2006 or 2007ish.. > Because the Lindens never provided a proper teleport call (their idea of > bringing up a map every time is unwieldly), there came about the method to > sit on something, move it, and unsit the user [1]. The part to do with > moving is interesting, because you cant move prim position more than 10 > meters at a time...however, if you tell the prim to move many times to the > same place, in the call, you can get there fast (I'm glossing this over, > but it is basically: take me to 10,10,10.. take me to 10,10,10.. 20x if > need be...). Well. there was a server update which broke this, rendering a > LOT of TP products useless. The Lindens were forced to backtrack and put > the functionality back in (I recall one of them deriding it as a "hack" and > why cant people just use the map call) > > As far as inefficient.... I've always wanted to buy Cory a beer and ask > him "what were you thinking?" :) No switch statement. No associative > arrays. Slow list handling. The list goes on. LSL is a language that one > works with because there is no alternative in SL. Toni's email that refers > to JavaScript is spot on. Unity gives the choice of JavaScript, C#, or Boo > as scripting languages for that environment. JS is universal. To be fair, > Cory's decisions go back to 2003 or so. In hindsight, it would have been > very advantageous to have added JavaScript in 2008 or so, and to retain the > original LSL for compatibility... as opposed to expending all of the effort > to port LSL to a Mono implementation (which was basically putting lipstick > on a pig :) > > Daniel > > > > [1] I am referring to the WarpPos() function, as implemented by users > > >> >> 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 issue. Thanks, >> >> Drew >> >> http://techcrunch.com/2012/02/16/littletextpeople/ >> >> _______________________________________________ >> Opensim-users mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-users >> >> > > > -- > Daniel Smith - Sonoma County, California > http://daniel.org/resume > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > >
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