[MUD-Dev2] [Design] is home-base networks not possible?

Zach Collins Siege siegemail at gmail.com
Wed Jun 24 06:22:50 CEST 2009


On Mon, Jun 1, 2009 at 1:43 AM, Jeffrey Kesselman<jeffpk at gmail.com> wrote:
> Second life sucks from a technology standpoint.

The problem with Second Life's display engine is not the downloading
of graphics, but rather the inefficient renderer, which Linden Lab
claims is because they can't do precompiled parsing of the scene to be
rendered: no Btrees, nothing, because everything in sight is made of
continuously interacting objects instead of meshes and fixed-position
blocks.

Of course, I'd love to dig in there and figure something out, but I
don't have the math, programming, or design experience to do it.

Opensim is trying to do something similar, it looks like, and if it's
running a "home" sim on someone's personal computer, then I can
certainly see how there would be problems when more than a few people
try to do something on the same machine. I've been on SL recently, and
my teeny Atom-powered netbook gets framerates of 2.5fps or lower in
active or high-object-count sims (I try to aim for 5fps or greater in
SL or movement begins to rely entirely on path correction while
everything else slows down, causing the whole system to become next to
impossible to use).

-- 
Zach Collins (Siege)
"If code can be speech, then software can be art."



More information about the mud-dev2-archive mailing list