Aditi Problems

Starting in mid 2012 we started to have inventory problems when logging into ADITI, the preview/beta grid. Recently the Lindens have been working on getting the problem resolved. I’m not sure how successful they have been as several of us have recently had problems.

Monty Linden has been posting in a forum thread about the problem. See: Beta grid login failed.

The problem can pop up when you change your password. Monty reports they are having a problem with inventory import when passwords change.

The ADITI grid uses the same asset servers as the main grid, but uses different inventory servers. There is a problem with the database on the ADITI inventory servers. Seems they tend to fill up. The solution is not as simple as buying a bigger hard disk. Inventory is a huge database handling complex data queries. Upgrading the hardware is apparently a complex and expensive thing. So, Simon Linden, I think Simon, told us that the hardware change evolved into a fix-the-process thing, which is in progress now.

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Second Life News 2013-10

The main channel of server software got a new package from the RC channels. This package ran on all three RC channels last week. It is a crash fix and not much more.

New

The Blue Steel and Le TigreRC channels are getting Baker Linden’s object rez performance improvement. This is a multi-threaded object rez addition. Simon Linden says, “There was a laggy bit of work the server used to do when rezzing objects that has been moved into a side thread.” Paraphrasing Simon, people will notice it most with complex objects and link sets with lots of scripts.

Apparently we may not see it speed up the rez… but, it will have less impact on the simulator as the sim won’t stop to process an object. I take this to mean any single objects will not necessarily rez faster but more objects should rez in less time. This can be thought of as changing from rezzing one after the other to parallel rezing, rezing several at once.

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Who Do You Listen To?

Looking through the comments on Metareality’s articles I noticed one that is typical of people in various online communities. It seems humans have a tendency to provide their opinions for solutions to problems they have little if any knowledge about. In my experience such behavior is pretty much a universal trait of human nature, online or not.

Jo Yardley recently wrote: Noob experience revisited. Jo clearly sees problems with the new user’s introduction to Second Life™ process and is frustrated by it. Jo has some great ideas for fixing them. But, never mentions his first experience with the SL experience, just his looking at the experience as it is now from a more experienced viewpoint.

I’ll give Jo credit for trying to look at it from a new users perspective. But, that is impossible for him because he has 4 years of experience with SL. He can only IMAGINE what it might be like. How many time have we found things not to be as we imagined?

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More on 123D

I just found 123D Catch and wrote about it in: New 3D Modeling Tool – 123D Catch Review. 123D Catch is a program that runs on iPhones, iPads, and desktops. It allows you to turn photos of an object into 3D models that can then be ‘printed’ as real physical models. Of course Second Life™ users would use the result as 3D models with textures for import to SL.

However, 123D Catch is only part of a suite of 123D programs being created by AutoDesk to capture the consumer design market. We have new technology like Cubify 3D Systems that can turn 3D models into real life objects.

The suite of programs is free and consists of:

  • Catch – Uses photos of real objects to generate a 3D model.
  • Design – Create 3D models on your Mac, PC, or iPad
  • Sculpt – 3D sculpting
  • Make – unique projects using incredible slice or fold techniques.
  • Creature – Used to create… well… creatures.

 

The Catch Video:

[youtube 6aU2s85Zw3A]

Available for iPhone, iPad, and Desktops. 

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New 3D Modeling Tool – 123D Catch Review

I came across an article on a new way of building 3D virtual worlds. (Thanks Hamlet NWN) Well, may be not so new, it came out in 2011 I think. But, the process, new to me, is being used to create the independent adventure game: Rustclad. The development team has a video out showing the process they are using and early scenes from their game.

[youtube pj-Gpe2oh_4]

You can see they are using a more organic style than we typically see in Second Life™. Sculpties were introduced to Second Life to enable the creation of this more organic style. I am not sure we have ever taken advantage of sculpties as intended by the creator of them: Karl Stiefvater (Qarl Fizz, formerly Qarl Linden). May be I’ll ask him some day.

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