There are other important questions to ask about SL 2.0. Will the mesh implementation support deformable meshes rather than merely static meshes? Are bones going to be supported in these meshes? And if so, how will a scripter communicate motion to a specific bone within a mesh?
To make physics processing faster for complex meshes, will it be possible to have the visible mesh ignored by the engine and instead use an invisible simplified low-vertex collision-geometry mesh, that is bound to the mesh and not treated like a linkset? The idea of constructive solid geometry has been thrown around since the very beginning, as a possible "future option" but of course nothing ever developed from that. Will we see anything happen with CSG or should it just be scratched out of the playbook as unlikely to ever be done? Will a hierarchy of objects be permitted, with an editable, rearrangeable list of object members? I don't mean anything like the current slopped together linkset system. I mean a real hierarchy editor window, with the ability to edit or remove a single child object without delinking everything and the order of objects in the hierarchy then getting all messed up on the mass-relink. If LL's history is any indication, SL 2.0 will just assume by default that everyone has a 50 megabit Internet connection, and if you have a mere 256 kbit you are not going to be able to do much of anything. (Where's the official support for an organizational-level proxied asset/texture cache? I've pretty much given up hope that LL will ever care about its limited-bandwifth users with a huge number of people on a limited pipe, like at schools.) - Scalar Tardis / Dale Mahalko _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges