![]() That table could hold up to a whopping 128 megabytes of data! So if you wanted to keep track of player scores across the grid you could, AND you wouldn’t need your own external 3rd party server. One less commonly known perk is that you can read and write key-value-pairs to a table of data associated with your experience. And just to have an experience, you need a premium account. But the rub of Experience Tools is that you or your customers need to allow your experience on their land. For example if you sold a game where it kept track of high scores across 100s of copies of the game, you could do that! But it was still an external server, so if there was ever any communication problem, or the server went offline, you had to write more code to gracefully handle those errors.įast-forward many years, and Second Life introduced Experience Tools. It allowed objects to have a shared memory on external servers. Over time more and more features were added to scripting, including a function for making HTTP requests. Eventually projects became so complex and big, that multiple scripts were needed once again. But the biggest gift of this update was that scripts would have 64kb of memory to work with instead of 16kb!Įven after the Mono update, and consolidating lots of tiny scripts into single but bigger and more efficient scripts scripters in Second Life kept pushing the boundaries of what is possible in-world. ![]() Second, mono could do byte code sharing - which means copies of the same script shared the same memory in the simulator a gigantic advantage for SL. First, was the speed of script execution which was over 200x to 500x faster for math-intensive workloads. There were a few significant things that made it better than what we had been using. They were a bit clunky, hard to work with due to memory constraints, and required a bit of a hack-y solution to be practically useful.Įventually Mono was introduced to the simulator to make scripts better. ![]() Another way objects could communicate was with features such as XML-RPC calls, and object emails. It’s still used quite a bit today.īack then and still today objects can communicate with each other using chat, typically on hidden channels. Think of it as a scripts-only chat inside an object where they’re listening and reacting to each other. If you wanted a complex scripted object back then, you needed to add more scripts and use link-messages to communicate between the scripts. For comparison, the HTML alone for viewing a single tweet is over 200kb, not including any images. All code, custom functions, and stored variables had to fit within 16 kilobytes (kb) – as that was the limit for scripts back then. In the early days of Second Life scripted content was crude and simple. I’m super excited about it, because I think it will forever change SL similarly in the way that rigged mesh changed avatars but for scripts. Today I’m a guest contributor here to tell you all about Second Life’s newest upcoming feature – Link set Data (LSD). Hello, my name is NeoBokrug Elytis, and I’ve been a creator in Second Life since 2005, with a focus on scripting, project management, and exploring the bleeding-edge features of SL. Update, November 15th: LSD functionality is available grid-wide on Agni (the Main grid). ![]()
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