Space Sunday: the Moon, protests and videos from space

The near and far sides of the Moon

How long does it take a planet to form – millions of years? Well, how about a moon – about the same? What if I told you the core of our Moon may have been formed in less than 6 hours? It sounds unlikely, but the idea was first proposed in 2022, and it has now got a degree of further backing.

To explain: the current broad theory is that the Moon was formed fairly shortly after Earth – around 100-150 million years after -, some 4.5 billion years ago as a result of a collision between proto-Earth and a body scientists call “Theia”, thought to be the size of Mars. The theory is that whilst Earth was dealt a glancing blow, Theia was utterly ripped apart due to a mix of the impact and Earth’s gravitational influence, resulting in a debris cloud which orbited the Earth and gradually – over further millions of years – accreted to form the Moon.

However, such a theory doesn’t account for why rocks returned to Earth by Apollo are, in isotopic terms, very similar to those of Earth’s mantle that they might well have formed here. Whilst some debris from Earth might have been cast off in a collision with Theia, by rights the lunar rocks should carry isotopic signatures largely different to those of Earth’s mantle.

In 2022, NASA funded research at Durham University’s Institute for Computational Cosmology in the UK to try to model how such a collision between proto-Earth and Theia might have resulted in the Mon’s formation. The several hundred simulations run by the ICC suggested that whilst the collision between Earth and Theia most likely gave rise to the Moon, it likely took place a lot sooner after proto-Earth had formed: around 60 million years after, rather then between 100-150 million years after.

A rendering of Theia colliding – and largely being absorbed by – Earth, and the fast-moving cloud of molten debris sent into orbit around proto-Earth, rapidly giving rise to the formation of the Moon’s core. Credit: Dr. Jacob Kegerreis

Such a time period would mean that both bodies would be much hotter than in the 100-150 million year period for the collision, and this would result in two things: much of Theia would likely remain intact and sink to Earth’s molten core and considerably more of Earth’s molten mantle would be “splashed” into the space along with the rest of Theia.

Most interestingly, the ICC study suggested that contrary to common thinking, the debris cloud would have sufficient enough velocity imparted to it that it would start out dense enough and rotating about itself fast enough to coalesce extremely rapidly and without being ripped apart by Earth’s gravity. And by rapidly, the ICC suggested the core of the Moon could have formed within a day of the collision – if not in hours.

Now the Southwest Research Institute (SwRI) and the University of Arizona – two of the most globally-respected space research institutes – have published a study which, whilst acknowledging some of their modelling accounts for the Moon forming over a much more extended period of at least hundreds of thousands of years, very strongly supports the ICC’s simulations for a very rapid formation of the lunar core – potentially in as little of 5 or 6 hours after Theia’s destruction.

There is just one slight wrinkle with both the SwRI and ICC studies however: while both allow for material from Earth to form a proportion of the Moon’s make-up, they don’t explain why lunar surface rocks – even allowing for early volcanism on the Moon throwing up material from deep within it which might have originated from that collision debris cloud – are so very similar to Earth’s mantle rocks. As such, there is still more to learn about how the Moon as we know it today came to be. But the idea that its core came into existence in mere hours is intriguing.

Rocket Lab Launches GAO Protest

Earlier in September, NASA awarded a US $700 million contract to Blue Origin to build the Mars Telecommunication Network (MTN) – which despite having “network” in the name, is in fact a single satellite. The spacecraft is intended to be NASA’s next generation communications relay between missions operating on and around Mars and Earth.

Blue Origin had submitted a proposal for MTN in competition with New Zealand / US Rocket Lab – and the latter has now lodged a formal protest with the US Government Accountability Office (GAO) over how the contract was awarded.

An artist’s concept of the Mars Telecommunications Network satellite. Credit: NASA

On the surface, there is much that is puzzling about the decision to go with Blue Origin:

  • Blue Origin has never actually built a satellite; Rocket Lab not only builds satellites for customers, it currently has two satellites en-route to Mars forming the NASA Escapade mission.
  • Blue Origin has no experience with communications satellites other than launching them. Rocket Lab has built (and initially operated on behalf of clients) no fewer than eight communications satellites to date.
  • Rocket Lab has a reputation for delivering satellites on-budget and on time. Blue Origin has no such reputation.
  • Rocket Lab proposed developing, building and delivering MTN by 2028; Blue Origin is targeting 2030.
  • Blue Origin proposes using their Blue Ring orbital vehicle as the MTN satellite “bus” (providing power, propulsion, etc.), although this has yet to fly beyond a demonstrator version. Rocket Lab already has a proven satellite bus in the form of Photon with, at the time of writing, three successful operational missions under its belt in addition to demonstrator flights.

The only significant advantage Blue Origin had going into the bid process was their New Glenn booster which, despite the NG-4 mishap, has successfully flown 3 times and is fully capable of delivering MTN to Mars. Rocket Lab would have to rely on their upcoming Neutron rocket, which has yet to fly.

The twin Escapade spacecraft, Blue and Gold, currently en-route to Mars were built by Rocket Lab, demonstrating the companiy’s ability to design and build low-cost, deep-space satellites – although, and ironically given the current situation, they were launched by a Blue Origin New Glenn rocket. Credit: Rocket Lab

In protesting the NASA decision to go with Blue Origin, Rocket Lab cites inconsistencies with the eligibility criteria for bids, as mandated by Congress in providing NASA with the MTN budget. However, the company has, understandably, refused to air what these inconsistencies might be in the court of public opinion.

For Blue Origin, this is very much a case of the shoe being on the other foot. In 2021, the company filed a protest with (initially) the GAO and then later in federal court, over NASA’s decision to both allow SpaceX form a late entry bid for the agency’s lunar Human Landing System (HLS) vehicle, before awarding the contract to SpaceX whilst denying a second HLS contact as agreed (a decision later reversed by Congress). Blue Origin ultimately lost both the GAO protest and the court case.

Whether Rocket Lab will go so far as federal court should GAO refuse to take action on the contract award remains to be seen. But contrary to social media sentiment against Rocket Lab, as noted above, the company does have some good standing on which to protest the decision.

Video Updates

Roman Grace Telescope

As the Nancy Grace Roman Space Telescope (or more simply, the Roman Space Telescope or RST) continues towards its rendezvous with a halo orbit around the Sun-Earth L2 position, let’s take time to look at the two primary instruments on the observatory and how they work by means of two short videos from NASA published a few years ago.

In the first, the CGI – or Coronagraph Instrument – and its ability to reveal the light of distant exoplanets to us is explored. In short, this instrument will enable scientists will be able to see the visible light reflected by planets that are older, colder, and in closer orbits than the hot, young super-Jupiters we’ve thus far been able to detect. CGI will conduct a series of pre-planned observations for a total of three months spread across the mission’s first year-and-a-half of operations.

The Wide Field Instrument (WFI) will enable RST to capture images of deep space around 100 times larger than those captured by the Advanced Camera on the Hubble Space Telescope. The WFI uses a total of 18 4K sensors and a short focal length for its images, and will be able to image and catalogue 50 times as much sky in its 5-year primary mission as Hubble covered in its first 30 years of operation. RST will thus carry out a complete sky survey 1,000 times faster than Hubble but with the same sensitivity and infrared resolution.

BepiColumbo: 8 Years in Under 5 Minutes

In my previous Space Sunday article, I wrote about BepiColombo, the joint European Space Agency (ESA) / Japan Aerospace Exploration Agency (JAXA) mission to Mercury, which is now – after eight years, nine billion kilometres and nine planetary fly-bys – soon to enter orbit around Mercury.

A couple of days after that article, ESA released a short video compressing the journey down to less than 5 minutes. The film has been made from images captured by the 3 monitoring cameras (M-Cams) mounted on the Mercury Transfer Module (MTM) used to provide propulsions and power to the spacecraft throughout its journey, and which – as I reported – has now been successfully jettisoned, its job done.

The 3 M-Cams were designed to monitor elements of the Mercury Planetary Orbiter (MPO), the main science vehicle being transported to Mercury by MTM. As such, they have fixed fields of view, reflected in the video below. Within it, and on the left are images from M-Cam 1, monitoring the solar array; in the centre are images from M-Cam 2, monitoring the instrument booms, and on the right, M-Cam 3, monitoring the MPO’s high-gain communications antenna.

Whilst fixed in position, all three cameras also caught sight of Earth, Venus and Mercury during the mission’s fly-bys, and the video present all nine in the following order:

  • 0:38: Earth fly-by, April 10, 2020; visible as a white crescent on M-Cam 3 (right side images) as the spacecraft passed around the night side of the planet.
  • 1:11: 1st Venus fly-by, October 15, 2020; initially visible as a small disk on M-Cam 3, then moving to larger disk on M-Cam 2 (centre).
  • 1:24: 2nd Venus fly-by, August 10, 2021; briefly visible on M-Cam 1 (left) before filling M-Cam 2’s field of view and then “looping” (due to vehicle reorienting itself) and diminishing in M-Cam 3’s view.
  • 1:32: 1st Mercury fly-by, October 1, 2021; visible in M-Cam 2 and then M-Cam 3.
  • 1:48: 2nd Mercury fly-by, June 23, 2022; predominantly visible on M-Cam 2.
  • 2:15: 3rd Mercury fly-by June 19, 2023; initially visible on M-Cam 1 during the approach phase, then on M-Cam 3 as the spacecraft departs.
  • 2:41: 4th Mercury fly-by, September 4, 2024; near-continuous view of departure, M-Cam2 and M-Cam 3.
  • 2:55 and 2:58: 5th Mercury fly-by, December 1, 2024; initially and briefly visible across the bottom of M-Cam 2 during approach, then briefly visible on M-Cam 2 and 3 at long-range during departure.
  • 3:02: 6th Mercury fly-by, January 8, 2025; initially visible moving across M-Cam 1 and M-Cam 2 at a distance, then more closely in both cameras with overlapping images.

Note that the MTM camera did not have shutter, so there are occasions when white streaks appear on some images (notably M-Cam 3). Also not the changing levels of light on things like the solar array and instrument booms is the result of the spacecraft’s changing orientation relative to the Sun, while the high gain communications antenna can clearly be seen in motion on M-Cam 3’s images as it maintains a fix on Earth whilst the spacecraft periodically re-orients itself for things like engine burns and cooling.

2026 week #37: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log and audio recording  of the Content Creation User Group (CCUG) meeting of Thursday, September 10, 2026.
  • Please note that this is not a full transcript of the meeting but a summary of key topics.
Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
    • This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer  26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
  • Second Life Lua Editor RC / beta viewer 26.4.0.34502396632, September 11 – NEW.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernization viewer 26.3.0.33643480083, September 4 – NEW.
    • Improved chat (IM) history retention, including integration between the viewer and SL Mobile; on desktop, any existing local history and newer message history are brought together into a single conversation..

General Viewer Notes

  • 26.4 was initially released on September 9, but suffered a high crash rate, with one crasher in particular needing a hotfix, resulting in the release of the September 11 update as listed above.
  • Graphics Care Package (GCP) viewer:
    • Work continues with bug fixing within the viewer.
    • Additionally, server-side work is underway to provide support for the new glTF parameters (e.g. IoR, Specular, and possibly, depending on further internal testing against viewer performance, some of the glTF Transmission capabilities).
      • If included, the latter will enable pseudo water prims – that is prims that have the appearance of Linden Water, but not the native attributes such as buoyancy, underwater haze, etc.
    • Once this server-side work is completed, the plan is to put up a region on Aditi (the Beta grid) so that the GCP (when available) and the new glTF parameters can be tested.
    • GCP includes the ability to have more than two shadow-casting light projectors in a scene (although the default remains at 2).
      • Initially (at least) this will be a Debug setting, not a Preferences option, as setting the value too high can result in murdering the viewer’s frame rate.
      • This update includes a fix to the long-standing bug that the number of projectors casting shadows is not correctly calculated.
  • Confirmation that game_control is now entering the queue for inclusion into a viewer update, but no confirmations as to when this is likely to occur or which viewer update will see it surface.

General Discussions

  • Raise the maximum lighting radius beyond 20 meters was raised, together with the positives and negatives to it (the latter being one parcel with extended lighting overpowering neighbouring parcels + the idea of making lighting (like sounds and avatar visibility) so it can be limited to the parcel boundaries.
    • It was also suggested that better static shadow mapping could eliminate many of the problems such an extension might cause.
    • This led to a brief description of the issues of adding capabilities such as point lighting shadows and static shadow mapping to SL (in short: adding the required parameters to the existing protocol “is a little bit painful right now”, and requires the cleaning-up of some technical debt).
    • As such, improvements to lighting without it being a nuisance to other users is not impossible, it’s just not a current focus.
  • Introducing Opacity Control for BoM Layers was raised, and Geenz indicated that there are numerous improvements which could be made to Bakes on Mesh (BoM), such that it is fast becoming a project or group of projects in its own right.
    • One of the first could be a clean-up of the UI/UX around BoM in order to make it less cryptic and easier for lay users to understand / use.
    • This led to a more general discussion on how capabilities and features in Second Life have often evolved and options for improving aspects of BoM and avatar attachments (e.g. making creators define the default attach point at upload, rather than simply leaving it undefined and the right hand being selected as the default). This took up much of the latter half of the meeting.
  • A request was made for the ability to bulk upload glTF materials. This is not something currently under consideration, but could be explored in the future.
  • Work is continuing on improving texture streaming – although LL are anticipating “some noise” to be made about some of the behavioural changes involved with this work once it surfaces (which is one of the reasons a quality drop-down selector for textures is being included in the viewer).
    • This led to comments that textures should perhaps show an “average” colour when loading, rather than just being grey.
    • Geenz also suggested it would be nice to have some form of mechanism which could better sample / size textures on upload as well.
  • A request was made to make the options to rescale the viewer UI more obvious – particularly for incoming new users with vision impairments – was made. This will be looked into (no pun intended), and might possibly be done through something like a further “Accessibility drop-down” in the two right of the viewer (where the Graphics and Camera presets, etc, are already located), or even via auto-detection (as is already done for MacOS under high definition mode).
  • Whilst not content creation related, it was indicated that the simulator Snack RC to contain Pepper Linden’s region crossing improvements (see my recent Leviathan Office Hours update for further information) will be deployed in the next week or two, and will likely include regions on Blake Sea.

Next Meeting

Going underground in Second Life

Isla Myvatn: New subterranean home

As many know, I like in-world building and kitbashing and I’ve been known to bore people to tears blithering on about various versions of my main island home over the years. And I’m about to do so again 😀 .

For the last few years I’ve focused on building various homes using the Marcthur Goosson’s NO Cottage Bizar (and excellent design for considered kitbashing); but I’ve also attempted a more “subterranean” residence on a number of occasions, without ever really pulling it off in a satisfactory manner. However, following my recent re-visit to Sharon Edwyn’s, utterly stunning Goddess Temple, I found myself inspired to have another go.

Isla Myvatn: stairs to Zen Garden

As I live in Second Norway, craggy, rocky islands are not that unusual. Add to this the fact I have rock and cliff kits from  Alex Bader (Studio Skye), Fanatik and – particularly in terms of this build – Cube Republic, I was well placed to start hacking at an idea.

These allowed me to take the basic form of the island on which the NO Cottage Bizar has sat for the past few years and both extend it somewhat and build it out ready to “hide” an underground home, a set of PBR textures from Studio Skye allowing me the blend the rocks from the various kits to give a more unified look to the rock strata.

Isla Myvatn: new house

For the main house structure, I used the Cyber Apartment by Sari6t. This is actually quite ripe for kitbashing in its own right; however, here I used it as a template to map out the floor layout and walls, building these from prims and mesh kits. This allowed me to gradually remove elements of the skybox apartment until only the large front panoramic window and its seating area, together with a hexagonal window were left for integration into my build.

The other element I utilised for the living space was the Empty version of the Fapple Nicolas Skybox (available in-world only), elements of which formed the wall décor (pseudo closets, drawers, etc.) in the bedroom area.

Isla Myvatn: pool area

And here is where I owe the largest apology to Sharon: Goddess Temple features an absolutely gorgeous subterranean bathing area, complete with a large waterfall dropping into a pool behind it. I fell in love with it on sight, and wanted to have something similar.

I have actually converted the NO Cottage Bizar into a pool house in the past, but that wouldn’t work here, so it was back to the magic of the prim to start building and linking a swimming pool and a nook in which to relax. I loved Sharon’s use of a waterfall and statue in the design, so just had to follow suit; my excuse being I have several statues from ArtemisGreece I like to include in my home designs and the pool area seemed perfect for them (with a couple in the house area as well).

Isla Myvatn: pool area

Admittedly, it took several attempts to get the pool area right, but overall it worked out, allowing it to form a space of its own whilst also linking house area with the passages to the front and rear outdoor spaces.

The water for the pool came via the Studio Skye PBR water kit, with an exclusion surface to hide all Linden Water from the pool (given it was effectively at ground level). A Small Waterfall set via Sasaya Kayo’s HPMD in-world store was used both inside the pool area and on the outside rocks as well.

Isla Myvatn

As noted, external texturing large came via Studio Skye, whilst inside, the wall, floor, ceiling, etc., textures all came from ARTSY PBR by Aria111, together with various furnishing items (I think I have about half her store sitting in inventory!). As everything I use is Modify (I almost never buy No Mod items!), the retexturing was relatively easy, other than the monotony of calculating repeats and offsets so that those needing it (floors and ceilings) looked seamless.

Also for the exterior of the island I turned to a mix of Cube Republic and Krystali Rabeni for plants and trees.

Isla Myvatn: new house

These, together with another idea I “borrowed” from Sharon, allowed me to build up a woodland over much of the island that wasn’t exceptionally LI heavy. The trick here being to plant a fair number of trees (I chose wild elm from Krystali) and then filling out the ground under them with foliage taken from other trees and linking it with ground cover to construct large “mats”, as it were, of undergrowth to give the impression of a dense wooded area with underbrush.

Of course, I had to include the Studio Skye Zen Garden, again with some of the rocks repainted in PBR and at least a part of the TLG Chapel Ruins by Marcus Inkpen (in fact the latter might actual see the re-inclusion of further elements!). These almost always form a part of my island / home designs.

Isla Myvatn garden

Furnishing throughout came from different sources; suffice it to say we all have our own preferences, and I’m not going to bore you further with mine. All I will say is I skimped on the photos to a fair extent by using those from my own SL travels.

The complete LI for the house structure + pool comes to 131, which includes all pictures, wall hangings, bookcases, bedroom and wall panelling, rugs, water, etc., which I’m pretty pleased about, having only just over 1219 to play with (and around 200 of that goes on my favourite boats alongside the quay.

Isla Myvatn: new house

So, having bored you to death with this, I’ll now wander off to find something worthwhile to do 😀 . Once again, my thanks and apologies to Sharon Edwyn for the inspiration & blatant stealing of her ideas!

Key Elements Used

Isla Myvatn, garden

Celebrating Four Years: the Corsica South Coasters in Second Life

Corsica Southern Coasters: Maison De La Chouette, September 2026

Owl Dragonash alerted me to the fact that the Corsica South Coasters celebrates its fourth anniversary in September 2026, and that news prompted me to hop over and renew my own acquaintanceship with the work of this community and take another wander through a few of its locations.

As the name suggests, Corsica South Coasters (or CSC) is a group of residents focused on the southern coast of the Mainland continent of Corsica. Those with an interest in art in Second Life are likely already familiar with the group, if not in its entirety, then quite possibly through gallery spaces such as NovaOwl, Maison De La Chouette, or Cloud Galleries – all of which are popular art destinations (and have also featured in my own coverage of art in Second Life!).

Corsica Southern Coasters: Enchanted Forest, September 2026

Indeed, my first exposure to the wider group actually came in September 2022, when Owl invited me to be a part of the Art Trail that winds through the group’s lands along the Corsica coastline.

While I declined the offer (not being involved in Corsica or the group, I didn’t feel my presence was appropriate), I did visit and explore the Art Trail as it makes its way between the Corsica Tourist Centre and Tea Garden and Port Emyniad (of which more anon).

Corsica Southern Coasters: Maison De La Chouette and NovaOwl (centre left and right respectively) plus the beachfront, together with residences September 2026

However, CSC is not just about art in Second Life; it is a vibrant community offering places to visit, opportunities to learn, venues and events to enjoy music, the chance to meet new people and make new friends, locations from which to set out boating and sailing or flying or driving – and a whole lot more.

So much in fact that the best way to get a feel for CSC’s activities, events, locations, and so on is via the CSC website; and rather than repeat what it has to say about where to go and what to do, I’m simply going to focus on some of my favourite places CSC offers to visitors.

Corsica Southern Coasters: Tourist Centre and Tea Garden, September 2026

Places like the aforementioned Port Emyniad. Generally the end point for the Art Trail, this little fishing village with its Welsh-sounding name is watched over, conversely, by a native of Scotland: Nessie. The home to several boutique galleries and offering a rezone for boating, it also sits as an entrance to the Enchanted Forest.

This is a simply gorgeous area designed by Nessa Nova (perhaps most well known for her Lost Unicorn and Storybook Forest (with Natalie Starlight), which I’ve also covered in these pages numerous times). Climbing the hills of Emyniad, the forest offer trails and paths to wander, places to rest and a great sense of peace and beauty.

Corsica Southern Coasters: Enchanted Forest, September 2026

The CSC Art Trail actually skirts the edge of the Forest as you follow it from its start at the Tourist Centre, so keep  an eye out for it as you follow the trail up and around its meandering and charming way.

The Tourist Centre is actually one of the ideal places to start explorations. Overlooking the coastal reaches of the group’s lands – where both NovaOwl and Maison De La Chouette sit – the Tourist Centre sits within a tea garden and presents a wealth of information and – for those who don’t fancy walking the Art Trail and /or Hiking route –a horse rezzer.

Rabbits and bears, oh my! Corsica Southerner Coasters: Emyniad Hollow, September 2026

The hiking trail will take visitors up into the hills of South Corsica. It passes by way of the Dinkie and main Camping Grounds and also a number of what I think are private residences – so be cautious about trespass (although they are set back from the trail).

And that’s another point about CSC: it’s not just a series of locations tended by Second life users; it’s a group and linked set of settings and parcels where members of the group – and those with whom they’ve forged relationships with – also live. This gives CSC a personal nuance and sense of place.

Corsica Southern Coasters: Enchanted Forest, September 2026

In this regard, I thoroughly recommend reading Owls’ fourth anniversary article on CSC; as a founder and active member, she is far better placed to write about the group, its activities and history than I could ever manage in a month of Sundays!

Instead, I’ll note that another place to look out for when exploring is CK’s Butterfly Conservatory, established by another CSC founder, CK Ballyhoo. Small but delightfully charming, it sits along one of the many trials winding through this part of South Corsica and just off the Art Trail walk. If following the latter keep an eye out for Books and Coffee – the Conservatory overlooks it and can be reached via steps climbing up from the road there.

Corsica Southern Coasters: Butterfly Conservatory, September 2026

Given CSC’s location, not only is it a place for exploring or starting a journey, it can be a destination as well, accessible by air (CSC have their own airfield, although it is admittedly appears a little isolated when landing there), and as a waterfront location, can be reached by boat (and has rez zones for both). It is also on Corsica’s Circuit La Corse as well, so can easily be reached via road.

CSC’s fourth anniversary is officially on Tuesday, September 15, 2026. To mark the occasion, there will be three-hour celebration commencing at 11:00 SLT at NovaOwl, and an invitation to all to attend is extended by the CSC community.

Corsica Southern Coasters: NovaOwl, gallery and event space – where the CSC group celebrates their 4th anniversary on September 15, 2026

Whether you attend the celebrations or not (sadly, for my they clash with a couple of things), do be sure to pay CSC a visit. There is genuinely a lot to see. My heartfelt congratulations to Owl, CK, Uli and the CSC community as a whole on reaching four years with CSC and growing it into a positive, friendly community; may there be many more celebrations to come!

SLurls and Information

Dido’s Interim at the Annex, Nitroglobus in Second Life

The Annex at Nitroglobus, September 2026: Dido Haas – Interim

I’m not sure exactly why Dido Haas selected the title Interim for the title of her exhibition at The Annex of her Nitroglobus Roof Gallery, which opened on Monday, September 7, 2026. Perhaps it is because she has had to fill a sudden gap in the gallery’s calendar; I’ve no idea.

The one thing I do have an idea on, is that the title drastic undersells what is a richly engaging exhibition of personal – and slightly NSFW given the nature of some of the images – exhibition I cannot help but feel should have been called Intimacy.

The Annex at Nitroglobus, September 2026: Dido Haas – Interim

I say this because each piece – most featuring Dido herself as the model – is a study in intimacy, both personal and shared. Further, all are presented in monochrome verging on chiaroscuro, giving them a depth which reaches beyond a level of engagement that might be achieved using colour, heightening their personal nature.

The personal element comes in the framing of the majority of the pieces, which feature solo images of a naked, or near naked Dido. They present a woman at ease with her one body; someone who has an intimate relationship with herself.

The Annex at Nitroglobus, September 2026: Dido Haas – Interim

By intimate, I do not mean sexual; I’m using the term in its broader, personal and special meaning. These are studies of a woman entirely at ease, so to speak with her body, her skin – her very appearance. It is not prideful or driven by hubris or sense of self beauty / worth, it simply is.

At the same time, the use of long, black gloves does tip the balance of intimacy a little. There has long been something of a sexual suggestiveness in the wearing of long, opera-style gloves, one that can run over into the realm of fetishism.

The Annex at Nitroglobus, September 2026: Dido Haas – Interim

Thus, through their use in several of the images here, Dido is more overtly encouraging observers to share in the intimacy of her nakedness; the placement of her hands on her body becomes more overt in the suggestion of sexuality, making it possible for the observer images their hands are the black on the white of her naked flesh in a personal – although not necessarily sexual – moment of joint intimacy.

This idea shared intimacy is further offered through three of the pieces featuring a partner in poses which – again – are by no means sexual. But which suggest very personal shared moments together. Again, perfectly framed, these three set the observer as both a passing voyeur of these moments and as the possible partner.

The Annex at Nitroglobus, September 2026: Dido Haas – Interim

The result is a beautiful, engaging collection of images carrying a finely layered richness of interpretation which reaches far beyond the exhibition’s title to captivate the observer.

Slurl Details

2026 week #38: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 8, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it, and to Erik Mondrian for the chat transcript after my ISP suffered issues and disconnected me from the world.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • No deployments this week, but all simhosts will be restarted.
  • The Nectarine update now looks like its deployment to an RC channel will not be for another week as it continues through QA.
  • Simulator support for Lua looks like it will be part of a simulator update after Nectarine
  • The next two simulator releases after Nectarine are currently referenced as Olive and Plum – with Olive possibly being the vehicle for Lua release, but this is still TBC.

Game Control

  • Game_control has a new pre-release viewer version, but further work on the viewer code is required.
    • One element of this is that there are now two code elements for flycamming – the SpaceNavigator support and now game_control support. Leviathan would like to reconcile these into a single code set for both options.
  • There was a reminder that game_control is not grid-wide on the Main grid (Agni).
    • So anyone using the pre-release viewer must disable the “Send GameControl Data to server” option in the game_control preferences – or face being booted from any region sans game_control support.
    • The above will still allow use of a controller for general movement (avatar and camera (including flycam) and the mouse.
    • The full UDP message set required for game_control should be part of the Nectarine simulator update (so no need to disable anything once this has been fully deployed to the Main grid).
  • Leviathan also noted:
    • That game_control should support any controller that is supported by SDL3 (simple direct layer).
    • Full documentation on game_control has yet to go to the SL wiki.
    • It’s not clear how game_control will interact with SL Experiences – although views were expressed that in terms of movement, etc, it should work.
  • Leviathan would like more feedback on the game_control work, but understands this is difficult given the viewer is only available as a pre-release, and simulator support is limited to the Beta grid (Aditi).
  • The latter two points led to some description of the control options and modes, control semantics, etc., and a more general discussion on game_control through most of the rest of the meeting – please refer to the video.

Region Crossings

  • Pepper Linden’s region crossing improvements will not be formally included in the next simulator update (Nectarine).
    • They will therefore be ported to a subset of simulators running on the Snack RC channel as previously reported.
    • Update: at the Content Creation User Group meeting, it was indicated that the Snack Channel deployment will likely be be in the next 1-2 weeks, and will include Blake Sea regions.
  • These updates do not, contrary to rumours, make region crossings “faster”;  they do, however, make them more stable and predictable.
    • The above means that if you are using an avatar with many scripted attachments and on a complex vehicle – you will likely complete region crossings in good order rather than crashing (or something), but it may take as long as prior to Pepper’s stability fixes.
  • Making region crossings “faster” remains a separate area of work the Lab will at some point start poking at.
    • One hope here is that the  implementation of Lua scripting will help over time (once live) could help speed things up due to its (rumoured) faster serialization/deserialization of scripts.

General Updates

  • This was a light meeting, as the past weekend was a long weekend in the US (Labor Day), so many LL staff were out of the office on either side of it.
  • Leviathan Linden indicated that the fixes for avatars moving more than usual when standing on moving surfaces and for “crouch-slide” will be in the Nectarine simulator update.
  • There was a further discussion on variable walking speeds, with the following being noted:
    • It would require an an overhaul of the avatar locomotion graph and likely updates to game_control.
    • development of suitable animations and scrioted control capabilities to properly sync animations with walking speeds.
  • A further request was made for a way to make general data on active / on-line regions available (e.g. via .CSV file) – the information being requested being region names, associated estate names, global grid coordinates, height map and aerial view (without sky-based ads). Leviathan indicated he’ll take the request back to the

Date of Next Meetings

  • Formal SUG meeting: Tuesday, September 15, 2026.
  • Leviathan Linden: Tuesday, September 22, 2026.