Ive used it, and fount it blehh. I think we are failing to communicate
about our conception of what is possible and what is used.
Are you saying that the normal user would have full access to what you use
to develop the "client"?
As its a middle ware really i fail to see how your going to impleme
Whats the jira for this defect you say exists that I have never once observed
despite always using a setting of 4?
There is a different debug setting calledRenderMaxNodeSize that produces the
behavior you noted btw. It's default is 8192. Go lower and what you describe
happens.
_
Obviously these are subjective statements but I think your statements are
based on an incomplete understanding of the tool and probably limited
experience using it.
Not sure how you can say it is clunky. I have a scene hierarchy where I can
list and see every object in my seen. It's like see
Actually its not inaccurate. The tools themselves are clunky.. And i am not
taking this as a lsl vs their language. I am talking about the engine
itself. From a lower level perspective. Unity is really more of a
middleware when it comes to graphics engines. sure you can use any network
you want b
You are reading too much into these "targets". Those are just viewer
effects that help your viewer position head and the direction of eyes
of the avatar to the desired location. They have no other use.
Latif
On Mon, Oct 4, 2010 at 3:37 AM, dz wrote:
> Folks,
>
> Apologies if this is NOT the plac
Folks,
Apologies if this is NOT the place to post this...but I really don't know
who else to ask.
Yesterday I encountered an avatar who exhibited a very strange behavior.
Whenever someone in the club spoke in local chat, a Look At target would
attach to them. I understand there is a toggle to ha
Alright, this is the most incorrect post I have ever seen so I would guess
you have used Unity for maybe a total of an one hour.
First of all you can use any network technology you like. It does come with
a very basic P2P network, but you can use many game server that you like
included some th
Unity is the biggest POS i have ever used
Not well designed. IMHO. Its like trying to do SL in javascript.
Not literally but you know what i mean.
It was never designed for a heavy network transport now multi player / mmo
style.
A FPS maybe but nothing on a grand scale.
On Sun, Oct 3, 2010
On Sun, 2010-10-03 at 18:15 -0400, Glen Canaday wrote:
> That's why I suggested Ogre instead. I personally think it would be a
> better fit and more productive to look at. Others may have different
> opinions.
Well, I run Linux and agree that being shut out after
years of being supported would be
On Sun, 3 Oct 2010 13:37:49 -0400, Ponzu wrote:
> I picked up a notecard that says to increase RenderVolumeLODFactor to 4. Is
> this reasonable, do you think? And if so, why not increase the default a
> bit (currently seems to be 1.125
4 is OK for viewer v1.23.5. For Snowglobe (v1 and v2) and v
On Sun, 3 Oct 2010 18:03:40 -0500
Argent Stonecutter wrote:
> On 2010-10-03, at 17:39, Reed Steamroller wrote:
> > Run Unity in a VM. Works for me.
>
> Run a 3d graphical application in a VM?
Xen have a nice and working abstraction layer (tryed on nvidia) and
allow guest OS to use full 3D hard
On 2010-10-03, at 17:39, Reed Steamroller wrote:
> Run Unity in a VM. Works for me.
Run a 3d graphical application in a VM?
[insert picture of the Biting Pear of Salamanca here]
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Run Unity in a VM. Works for me.
On Sun, Oct 3, 2010 at 6:15 PM, Glen Canaday wrote:
> On Sun, 2010-10-03 at 15:09 -0700, Daniel Smith wrote:
> >
> >
> > On Sun, Oct 3, 2010 at 2:56 PM, Glen Canaday
> > wrote:
> > No Linux support is a total deal-breaker for me.
> >
> > I never said an
On Sun, 2010-10-03 at 15:09 -0700, Daniel Smith wrote:
>
>
> On Sun, Oct 3, 2010 at 2:56 PM, Glen Canaday
> wrote:
> No Linux support is a total deal-breaker for me.
>
> I never said anything about the Linux viewer going away.
> I note that we have Pocket Metaverse now, and have
On Sun, Oct 3, 2010 at 2:56 PM, Glen Canaday wrote:
> No Linux support is a total deal-breaker for me.
>
> I never said anything about the Linux viewer going away.
I note that we have Pocket Metaverse now, and have had AjaxLife in the past.
If it helps at all, I started with BSD Unix in 1981, Lin
No Linux support is a total deal-breaker for me. I really don't care how
many platforms are supported, and that includes gaming consoles, if mine
isn't. Gaming consoles are irrelevant, as SL is not a game and would not
sell at Best Buy even if it were, making that support a completely moot
point.
More than whether 2.x can technically get Unity features in two years, a
question would be how to teach or incentivize creators to use those features
without creating a laggy Tragedy of the Commons situation on the machines
the viewers are running on. If you consider how much work and discussion i
On Sun, Oct 3, 2010 at 3:59 PM, miss c wrote:
> This is why we need it
>
> [12:52] Counted scripts from 19 attachments on Sxt Cxxx: 1102
>
>
>
I suggest a different approach. Enable health/damage in your sim, and then
*kill* them.
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On Sun, Oct 3, 2010 at 1:26 PM, Boroondas Gupte
wrote:
> On 10/03/2010 08:57 PM, Daniel Smith wrote:
> > Consider what it would take to have a Unity foundation, layered with
> > the SL-specific experience on top.
> What it would take? At least Linux support for Unity.
>
Yep, that came up as a po
On 10/03/2010 08:57 PM, Daniel Smith wrote:
> Consider what it would take to have a Unity foundation, layered with
> the SL-specific experience on top.
What it would take? At least Linux support for Unity.
While the percentage of Linux users among SL users might still be small
enough to be regard
This is why we need it
[12:52] Counted scripts from 19 attachments on Sxt Cxxx: 1102
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Please read the policies before posting to ke
It simply depends on your computer and video card. I can run that setting at 4
with no noticeable difference.
LL's quest to remain mired in circa 1999 graphics is admirable and noble and
all
but is costing SL/LL a vast amount of money. When mesh is rolled out and the
inevitable "use all avai
No one in concierge seems to know this, so I thought I would ask the viewer
specialists here.
When you first call for top scripts in region tools what is the order it is
returning initially. I know it's not random because some avatars come up in
the
same spots everytime. I know its not ti
Am Sonntag 03 Oktober 2010 schrieb Zi Ree:
> Am Samstag 02 Oktober 2010 16:49:48 schrieb Lance Corrimal:
> > phoenix already does that, in its radar you can define a warning
> > that tells you when the script count in the sim changes by more
> > than a threshold that you define... so there already
Am Samstag 02 Oktober 2010 16:49:48 schrieb Lance Corrimal:
> phoenix already does that, in its radar you can define a warning that
> tells you when the script count in the sim changes by more than a
> threshold that you define... so there already _is_ a way to count all
> scripts in a sim.
Count
I agree with Oz on this as well. There are different folks working on the
client and server sides. Throwing the client folks over to fix server side
problems runs the risk of actually slowing things down.
The huge, looming issue on the client side is simply this: evolution.
Where could the 2.x
On Sun, Oct 3, 2010 at 2:54 PM, leliel wrote:
>
> > Unlike increasing your draw distance, this will NOT create lag for
> yourself
>
> This however, is blatantly false. If rendering everything at full
> detail all the time didn't cause a drop in frame rate than why would
> we even bother with LOD?
On Sun, Oct 3, 2010 at 10:37 AM, Ponzu wrote:
> I picked up a notecard that says to increase RenderVolumeLODFactor to 4. Is
> this reasonable, do you think? And if so, why not increase the default a
> bit (currently seems to be 1.125
It is reasonable, the default setting is a bit low. It varies
I picked up a notecard that says to increase RenderVolumeLODFactor to 4. Is
this reasonable, do you think? And if so, why not increase the default a
bit (currently seems to be 1.125
lee
==notecard says===
well, its until they fix this lod problem, its just a workaround.
Debugging your LOD set
On 10/3/2010 8:38 AM, Oz Linden (Scott Lawrence) wrote:
>On 2010-10-03 10:27, malachi wrote:
>> could we please take 5 minutes away from the client that we all obviously
>> have our second thoughts about to begin with. and focus on grid
>> infrastructure.
>>
>> i honestly dont care if i a
On 2010-10-03 10:27, malachi wrote:
> could we please take 5 minutes away from the client that we all obviously
> have our second thoughts about to begin with. and focus on grid
> infrastructure.
>
> i honestly dont care if i am forced to use the dreaded 2.x client. if the
> grid actually res
Welcome to open source viewer, closed source server.
On Sun, Oct 03, 2010 at 10:27:52AM -0400, malachi wrote:
> could we please take 5 minutes away from the client that we all obviously
> have our second thoughts about to begin with. and focus on grid
> infrastructure.
>
> i honestly dont
could we please take 5 minutes away from the client that we all obviously
have our second thoughts about to begin with. and focus on grid
infrastructure.
i honestly dont care if i am forced to use the dreaded 2.x client. if the
grid actually responded to something you did. things like ju
On 2010-10-02, at 20:47, Kelly Linden wrote:
> On Sat, Oct 2, 2010 at 4:40 PM, Argent Stonecutter
> wrote:
>> Could this be applied to LSL scripts as well, since they could be made
>> potentially MUCH smaller? A kilobyte might be enough for a poseball, for
>> example, and even less for a titler
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