09-02-2006 23:08
What's a good architecture to gain access to unlimited
inventory (say, 50 related items at a time?). I need to
think of ways to look at chunk of inventory (by
naming convention, by distributing amongst prims,
or by distributing amongst oher objects)

The 1.0 beta of my texture chooser should hit the forum
soon (or ask me in-world). I'm thinking ahead to the
next version: how to make it easy to switch amongst
sets of textures ... basic example: switch from
40 types of glass to 50 types of tile.

I see two basic approaches - both involve loading
in texture descriptions (filenames) and asset uuids:

* have external objects with their own inventory. They can
communicate with the controller script via llSay.. When
they start broadcasting their info, it's a signal to
the controller to drop the current list and build a new
one (I suppose.. a stride, or parallel lists)

* have internal prims that have inventories of specific
types of texures. They send llMessageLinked calls to
the controller.

A design goal would be: the controller doesn't know the
types of texture sets in advance. The protocol I come up
with identifies the set ("glass textures";) and gives
it data.

Related Question about Strides: can I use these like
an associative array? It also looks like I can do some
cinchy data structures with them.