Archive for September, 2006

Tofu loves us, too!

Friday, September 29th, 2006

Linux Users Love Tofu Linden!

Thursday, September 28th, 2006

A cartoon penguin hugging a brick of tofu imprinted with the Second Life logo.
Yes, every Linux-using Resident of Second Life is now brimming over with love and affection for Tofu Linden, the Linux client developer for Linden Lab!

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Section Radius

Friday, September 22nd, 2006

What I’m proposing here is fairly radical, in that it represents a very different method of building in Second Life. But, like everything I propose, it is not only possible, but feasible; I could devise the algorithm for it myself, with a bit of research as needed. This feature would require a more significant change to the data structure for prims than before, but the possibilities are astounding.

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Prim’s Amazing Journey

Saturday, September 16th, 2006

Today, a joyful reunion marks the end of an amazing true story of struggle, perseverance, and hope.

Prim, a purebreed plywood cube and the adored pet of Jacek Antonelli, was returned to his owner today after being missing for nearly two weeks. “I had almost given up hope of ever seeing my dear Primmy again,” says Antonelli. “I’m so glad he’s back. My life just wasn’t the same without him.”

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Defining ourselves

Monday, September 11th, 2006

Mera offered a thought stream which got me thinking about deriving identity in activity—the idea that you are what you do. If you center yourself around doing N, who would you be if you stopped doing N?

(I am reminded here of the crises of people who, after working their entire lives at the same job, reach retirement and are at a loss as to how they should spend their time. The job had become their identity.)

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Build Window: Particles

Sunday, September 10th, 2006

The Build window should have a tab for controlling a prim’s particle system.

That’s simple enough, yeah? But I like to hear myself type, so I’ll go into more detail.

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Procedural Textures

Sunday, September 3rd, 2006

Textures take a long time to download, even on the asset servers’ good days. The fact is, they use a lot more storage space and bandwidth than the actual prims they cover. While moderately-sized textures will weight in at several kilobytes, a prim takes perhaps a hundred bytes (the exact figure does not matter at this point, only its relative magnitude). How can a three-dimensional object take less space to store than a two-dimensional image?

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