Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

What could SL learn from other platforms/games

Tasrill Sieyes
Registered User
Join date: 6 Nov 2005
Posts: 124
05-21-2006 10:39
I love second life but we can all agree that it could be improved alot. What things do you think LL should be looking at to improve SL?

He is my list.

Valve Source engine: It is a polished piece of work. Memory leaks are a none issue, the rendering is don't quickly and even low end machines can run it, and with Garry's mod even coop building online are done will. While LL does not have the resourcs that valve has it is a good standard to reach for. Expecialy since compaired to it SL runs more like the Halo PC port with all the slow downs even at low rez.

Eve Online: Yes yes I know SL isn't an MMORPG but there are simularites between the two. Both have player run economies in a single nonsharded universe with complex interfaces, a nitch market, and big learning curves. The difference is that Eve has 20,000 of their uses online at anyone time with no lag in nearly every place. While the 20% of users being online is likely a pipe dream for SL the slick running servers and code is what SL needs. It is worth noting that Eve was CCP's first game ever and they didn't have many resources to make the game back in 2003.

Doga: Quite easily the most newbie friendly 3d modeler in existance. Intuitive manipulation in 3d space of Doga is unparraled. Making you first object in Doga is child's play and the higher end models from it can be very good, if not up to other 3d modelers level of detail. This is really the most important thing in my list. SL's 3d modeler gives blender a run for its money in confusion and obtusness of the interface. Documentation in SL is actualy worse than in Blender which is rather well documented with a huge manual you can buy, making the problem even worse.

Lego Mindstorm: Programing that little computer in the brick was very well done. The commands were implimented is a logical way graphicaly and chaining together a program for your little robot as simple enough that a child could do it. With practice you could string together a complex program of is/or and watch the robot do things that took scientist years of practice to do it half as well. With programing being so important to dodad making a easy to use alternative to text based scripting is a must to help the newbies.
Chrischun Fassbinder
k-rad!
Join date: 19 Feb 2005
Posts: 154
05-21-2006 19:33
From: Tasrill Sieyes
Valve Source engine: It is a polished piece of work. Memory leaks are a none issue, the rendering is don't quickly and even low end machines can run it, and with Garry's mod even coop building online are done will. While LL does not have the resourcs that valve has it is a good standard to reach for. Expecialy since compaired to it SL runs more like the Halo PC port with all the slow downs even at low rez.
Doesn't deliver content (via streaming) the same way as SL. I don't see LL benefiting very much from something that works totally different than SL

From: Tasrill Sieyes
Eve Online: Yes yes I know SL isn't an MMORPG but there are simularites between the two. Both have player run economies in a single nonsharded universe with complex interfaces, a nitch market, and big learning curves. The difference is that Eve has 20,000 of their uses online at anyone time with no lag in nearly every place. While the 20% of users being online is likely a pipe dream for SL the slick running servers and code is what SL needs. It is worth noting that Eve was CCP's first game ever and they didn't have many resources to make the game back in 2003.
After watching last years SOP I'm sure various LL staff on many levels have been trying to learn from the parallels between Eve and SL. Add in Project Entropia and I'd say that's the big (only?, guess you can count in There) ones LL might get some pitfall warnings from.

From: Tasrill Sieyes
Doga: Quite easily the most newbie friendly 3d modeler in existance. Intuitive manipulation in 3d space of Doga is unparraled. Making you first object in Doga is child's play and the higher end models from it can be very good, if not up to other 3d modelers level of detail. This is really the most important thing in my list. SL's 3d modeler gives blender a run for its money in confusion and obtusness of the interface. Documentation in SL is actualy worse than in Blender which is rather well documented with a huge manual you can buy, making the problem even worse.
If it doesn't use "prim" type building, I'm not sure what LL could learn from it. I'm not familiar with the program but perhaps the UI being super intuitive makes it great?

From: Tasrill Sieyes
Lego Mindstorm: Programing that little computer in the brick was very well done. The commands were implimented is a logical way graphicaly and chaining together a program for your little robot as simple enough that a child could do it. With practice you could string together a complex program of is/or and watch the robot do things that took scientist years of practice to do it half as well. With programing being so important to dodad making a easy to use alternative to text based scripting is a must to help the newbies.
LSL is simple. Screwy but simple. Anything easier for new residents unversed in any programming would just be more complex.
ninjafoo Ng
Just me :)
Join date: 11 Feb 2006
Posts: 713
05-22-2006 00:12
Two little words

Low Latency.
_____________________
FooRoo : clothes,bdsm,cages,houses & scripts

QAvimator (Linux, MacOS X & Windows) : http://qavimator.org/
Tasrill Sieyes
Registered User
Join date: 6 Nov 2005
Posts: 124
05-22-2006 04:24
From: Chrischun Fassbinder
Doesn't deliver content (via streaming) the same way as SL. I don't see LL benefiting very much from something that works totally different than SL


Yes I know it doesn't stream but that is largely irrelavent to my point. How they closed up the memory leaks and threw out shody code to make the engine as lean and fast a possible is what I want LL to look at. The source engine and the unreal engines so how important optimizing code is to an engines preformance. It is the level of polish LL should shoot for even if it never happens.

From: someone
After watching last years SOP I'm sure various LL staff on many levels have been trying to learn from the parallels between Eve and SL. Add in Project Entropia and I'd say that's the big (only?, guess you can count in There) ones LL might get some pitfall warnings from.


Nice to hear I am not simpling sproting unimformed opinions for once. :)

From: someone
If it doesn't use "prim" type building, I'm not sure what LL could learn from it. I'm not familiar with the program but perhaps the UI being super intuitive makes it great?


It doesn't use primes but a collection of premade parts. It has around 300 parts in the 8 meg level 1 release. While you can only do scaling and rotation on each part but when you ad them up you can do some very cool things. As for the transfer of information over the internet a prim has to transfer location, rotation, size changers from standard in 6 directions, and the prim specific commands. A premade part needs location, rotation, and size changers in 6 directions. So the diffrence between premades and primes is small. Of course just looking at the interface would do worlds of good in SL. Hell simply being able to open multiple windows so I can see the x,y,and z at the same time would be a god sent.

From: someone
LSL is simple. Screwy but simple. Anything easier for new residents unversed in any programming would just be more complex.


If SL wants to become a metaverse then making things easier should be the primary consern. Scripting is not something many people ever do while surfing the internet and some never even script when the make a web site. Finding an easier and more intuative way to script should be a priority or creating script generators for the more common tasks.