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Meshes and shadows and lighting, O my!
Over at the OpenSim project, according to UgoTrade, they’re breaking above and beyond vanilla SL with support for mesh-based models — which every game and their prairie squid uses already.
Linden Lab’s initial decision to stick with mathematically generated prims is understandable — textures, especially sculptie textures, are slow enough to download. But if there was a way of securely storing resources client side to avoid copyright violations, this could be worked around. Imagine non-anthro avatars that weren’t reliant on clever scripting, animation overrides (which can in turn be overridden by parcel permissions), and rafts of prims.
Also, it appears if you have a fairly beefy GeForce in the engine room, you’ll get some sweet new graphical features, according to Massively. These include honest to Cthulhu shadows — no more light pollution from next door! A whole market explosion for the lighting industry! — and support for arbitrary numbers of point lights. There’s a gallery of what could potentially come here, and it looks gorgeous.
Me wants. Me wants bad.
Posted in Second Life (News,Links) by R Cruickshank 04/06/08 12:26 AM Tags: second life, speculation, zomg
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