On Sat, Dec 19, 2009 at 6:36 AM, Robert Martin <robertl...@gmail.com> wrote: > As a sidebar to this issue what if LL would identify scripting cases > that can be replaced > or minimized in memory useage/runtime and then work on doing so
Excellent idea. This is something Babbage specifically asked for, too. > just in avatars you have several cases to work with > 1 Tinies: have an avatar shape that is say 0.3 meters tall to 1.5 > meters tall (yes this will also allow for better child avatars) > 2 Quadraped/Digitgrade: have a shape that is 4 footed The "proper" solution is custom rigging and mesh support. I would rather wait until LL gets around to doing that than receive a halfway solution. > 3 resize scripts: this can be solved by having a [halt script/done function] You can delete a script after it's finished. The new llSetLinkPrimitiveParamsFast() function, if paired with a tiny llSetScriptState() script to shut it down when not needed, would be just as effective. Though I can't really recommend llSetScriptState() unless I know it unloads the memory. I'm not sure how much of a not-running script is stored in memory. If the functions don't work as intended, and it's undesirable to change them (eg, there's a noticeable lag time in reloading the script into memory so it can execute again) then a new function like you're suggesting is assuredly a good idea. > 4 bling/particle emitters/type animations: these could be flagged for > the first ones to be halted > if the sim needs memory Particles are a prim property and are clientside. After setting the particles via script, you can delete the script and the particles will continue to function just fine. Same with texture animation, and I think llTargetOmega()? Or does omega reset on rez? llSetText() is also a prim property -- set it via script and delete the script, and it sticks with the prim. Prim properties have little to no effect on the server, so there's no reason to handle them in this case. But they are certainly a candidate for cleaning up client-side visual lag issues. We've even got a slider for number of simultaneous visible particles in our preferences. > 5 translation huds/devices: could somebody please build this into the client It's in Snowglobe. It and many other things really, really need to be pushed back into the main viewer. I don't know how that's supposed to happen, but some sort of magical process is hopefully in discussion. > is if the sim starts getting "tight" then script halt and derez the > highest NON parcel/sim owner avatar and all objects owned by this > avatar. If the choice is made to stop things, which has been argued against, then stopping and removing things in the order that prims are returned may be a compromise, though will still cause some problems, like the actual prim return does. I'm holding out on saying which method is best, because I don't consider myself very learned on the topic. Until I can see what's going on with these new script management tools we're going to get, I don't want to hedge my brain down one path. Lots of great ideas being said, with good points, and good counter-points. -Stickman _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges