Spring 2018 at La Vie in Second Life

La Vie; Inara Pey, March 2018, on FlickrLa Vie – click any image for full size

It’s just two months since our last visit to La Vie, the homestead region designed by Krys Vita and Arol Lightfoot (see here for our winter visit write-up). Normally, I prefer not to re-visit regions after so short a space of time, but La Vie has always been somewhere special, so when I received word from Krys that the region had received a spring 2018 make-over, I knew we had to hop over a take a look.

The new design brings with it some motifs and elements those familiar with earlier iterations of the region will recognise – a broad sandy beach, rural paths and fields, a little gathering of buildings – while the region as a whole presents something wholly new in terms of look and feel.

La Vie

A visit begins on the west side, where sits a little cobble square with a round-cornered road to nowhere set within it. Two sides of this square – north and east – are bounded by tall shops and town houses. To the west, the square overlooks the open sea, a wooden board walk extending out over the rocky shoreline.

On the east side sits a gym ready for those wishing to keep themselves in shape (try the boxing bag). Close to the gym, a set of wooden boards and steps provide passage over more rocks and cross a sliver of water to where a small warehouse store and wharf sit at the water’s edge. This finger of the region is almost – but not quite – cut off from the rest by the water’s narrow passage, allowing it to offer a little corner of solitude, its southern edge marked by a cinder beach, and a cosy gazebo sitting in the middle of its grassy top.

La Vie

Finding other routes out of the little village square is somewhat harder. It sits on a flat table of rock, the rugged making passage to the beach to the north or the open lands to the east a matter of scrambling over rugged  shoulders of rock; it would perhaps be nice to have another wooden walkway and steps to help guide visitors. However, once the rocks have been negotiated, visitors will likely find themselves in a broad dip in the land that forms something of a track to be followed, easing further exploration.

Take this path northwards, and it becomes increasingly sandy until it delivers you to the broad northern beach. Take it eastwards, and it will lead you through grass and by tree and bush, curling gently around the large plateau that forms the backbone of the land, steadily rising towards the top as it does so. A set of stone steps passing between old iron gates mark the top of the plateau, and give the impression you’re entering a wild garden. Crowned by trees, the plateau is home to an old folly where beribboned  geese and winged mannequins gather around a wooden swing, all watched over by a passing unicorn. A second set of gates and steps present a way to a track running sharply  down the slope of the plateau to meet with the beach below.

La Vie

Throughout this setting are a number of places visitors can sit and enjoy the scenery, from the gazebo mentioned above, to bench seating and parasolled tables in the village square, to places like the folly and its swing and shady spots on the beach. There’s even an off-shore vantage point offering a bird’s-eye view of the region, although whether it is supposed to be used or not is questionable; it’s positioned so close to the region edge, anyone finding it and sitting on it is in for a dunking when they stand!

With March having arrived, and the promise of spring sitting on the horizon for those of us in the northern hemisphere – or the danker days of winter for those in southern climes – La Vie’s current make-over reminds us of the promise and delight of warmer, sunnier days and the opportunities for countryside walks or lazy afternoons on the beach.

La Vie

Another beautiful setting by Krys and Arol, and a perfect destination for those seeking somewhere to go.

SLurl Details

  • La Vie (La Vie, rated: Moderate)

Mysteries, aliens, poems and creatures

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home at Holly Kai Park, unless otherwise indicated.

Sunday, March 4th, 13:30: Tea-Time Mysteries: Nero Wolfe

Rex Stout’s corpulent, fastidious, eccentric, prescriptivist, sedentary – yet gifted with a razor-sharp mind – armchair detective, Nero Wolfe, is the focus of a new Tea-Time series for Sundays.

The subject of 33 novels and 39 novellas and short stories written by Stout between 1934 and 1975, Wolfe is for many, as familiar a character as Sherlock Holmes, not just because of Stout’s original writings, but because of the numerous film, TV and radio spin-offs they encouraged, together with the lesser writings of others focusing on Wolfe and his confidante / leg-man / secretary / chauffeur Archie Goodwin.

This week, Seanchai present In Bad Taste.

Monday, March 5th 19:00: Sentenced to Prism

Prism is a planet with a uniquely crystalline environment and which supports both silicon and carbon-based life forms. It is a planet where even the tiniest creatures are living jewels.

For some time, the Company has been illegally exploiting Prism, but now all contact has been lost with the research team there, leaving the Company with a problem. Any attempt to launch a rescue mission will draw unwanted attention both to Prism and to the Company’s activities. Something else must done; so they call on the talents of Evan Orgell.

A smart, self-confident and successful problem-solver, Orgell has access to the best equipment available within the Commonwealth. Unfortunately, and as Orgell discovers, Prism is a harsh and hard place – a lot harder than his state-of-the-art environment suit. When that succumbs to the local flora/fauna, Orgell finds himself exposed to the hostile environment and fighting for his survival without any protection, dependent upon little more than his wits.

Then help arrives from an unexpected quarter: a sentient life-form native to Prism calling itself A Surface of Fine Azure-Tinted Reflection With Pyroxin Dendritic Inclusions – which Orgell decides to call “Azure”.

Join Gyro Muggins as he reads a standalone story from Alan Dean Foster’s Humanx Commonwealth series.

Tuesday, March 6th 19:00: Irish Poets and Wonders

With Caledonia Skytower.

Wednesday, March 7th 19:00: Beyond the Veil

With Shandon Loring. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

Thursday, March 8th

19:00: Creatures of Mist

With Shandon Loring. Also presented in Kitely (hop://grid.kitely.com:8002/Seanchai/144/129/29).

21:00 Seanchai late Night

Contemporary sci-fi with Finn Zeddmore.

 


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

Space Sunday: drills, flares and monster ‘planes

NASA’s Mars Science Laboratory (MSL) rover Curiosity has taken a further step along the way to retrieving and analysing samples gathered by its drill mechanism, which hasn’t been actively used since December 2016, after problems were encountered with the drill feed mechanism.

Essentially, the drill system is mounted on Curiosity’s robot arm and uses two “contact posts”, one either side of the drill bit, to steady it against the target rock. A motor – the drill feed mechanism – is then used to advance the drill head between the contact posts, bringing the drill bit into contact with the rock to be drilled, and then provide the force required to drive the drill bit into the rock. However, issues were noted with this feed mechanism, during drilling operations in late 2016, leading to fears that it could fail at some point, leaving Curiosity without the means to extend the drill head, and thus unable to gather samples.

To overcome this, MSL engineers have been looking at ways in which the feed mechanism need not be used – such as by keeping the drill head in an extended position. This is actually harder than it sounds, because the drill mechanism – and the rover as a whole – isn’t designed to work that way. Without the contact posts, there was no guarantee the drill bit would remain in steady, straight contact with a target rock, raising fears it could become stuck or even break. Further, without the forward force of the drill feed mechanism, there was no way to provide any measured force to gently push the drill bit into a rock – the rover’s arm simply isn’t designed for such delicate work.

Curiosity’s drill mechanism, showing the two contact posts (arrowed) used the steady the rover’s robot arm against a target rock, and the circular drill head and bit between them – which until December 2016, had been driven forward between the two contact posts by the drill feed mechanism, which also provided the force necessary to drive the drill bit into a rock target. Credit: NASA/JPL / MSSS

So, for the larger part of 2017, engineers worked on Curiosity’s Earth-based twin, re-writing the drill software, carrying out tests and working their way to a point where the drill could be operated by the test rover on a “freehand” basis. At the same time, code was written and tested to allow force sensors within the rover’s robot arm – designed to detect heavy jolts, rather than provide delicate feedback data – to ensure gentle and uniform pressure could be applied during a drilling operation and also monitor vibration and other feedback which might indicate the drill bit might be in difficulty, and thus stop drilling operations before damage occurs.

At the end of February 2018, the new technique was put to the test on Mars. Curiosity is currently exploring a part of “Mount Sharp” dubbed “Vera Rubin Ridge”, and within the area being studied, the science team identified a relatively flat area of rock they dubbed “Lake Orcadie”, and which was deemed a suitable location for an initial “freehand” drilling test. The rover’s arm was extended over the rock and rotated to gently bring the extended drill head in contact with the target, before a hole roughly one centimetre deep was cut into the rock. This was not enough to gather any samples, but it was sufficient to gauge how well robot arm and drill functioned.

“We’re now drilling on Mars more like the way you do at home,” said Steven Lee, a Curiosity deputy project manager on seeing the results of the test. “Humans are pretty good at re-centring the drill, almost without thinking about it. Programming Curiosity to do this by itself was challenging — especially when it wasn’t designed to do that.”

The test drill site of “Lake Orcadie”, “Vera Rubin Ridge”, imaged by Curiosity’s Mastcam on February 28th, 2018, following the initial “freehand” drilling test. Credit: MASA/JPL / MSSS

The test is only the first step to restoring Curiosity’s ability to gather pristine samples of Martian rocks, however. The next test will be to drive the drill bit much deeper – possibly deep enough (around 5 cm / 2 inches) to gather a sample. If this is successful, then the step after that will be to test a new technique for delivering a gathered sample to its on-board science suite.

Prior to the drill feed mechanism issue, samples were initially graded and sorted within the drill mechanism using a series of sieves called CHIMRA – Collection and Handling for In-Situ Martian Rock Analysis, prior to the graded material between deposited in the rover’s science suite using its sample scoop. This “sieving” of a sample was done by upending the drill and then rapidly “shaking” it using the feed mechanism, forcing the sample into CHIMRA. However, as engineers can no longer rely on the drill feed mechanism, another method to transfer samples to the rover’s science suite has had to be developed.

This involves placing the drill bit directly over the science suite sample ports, then gently tapping it against the sides of the ports to encourage the gathered sample to slide back down the drill bit and into the ports. This tapping has been successfully tested on Earth – but as the Curiosity team note, Earth’s atmosphere and gravity are very different from that of Mars. So whether rock powder will behave there as it has here on Earth remains a further critical test for Curiosity’s sample-gathering abilities.

More Evidence Proxima b Unlikely To Be Habitable

Since the confirmation of its discovery in August 2016, there has been much speculation on the nature of conditions which may exist on Proxima b, the Earth-sized world orbiting our nearest stellar neighbour, Proxima Centauri, 4.25 light years away from the Sun.

Although the planet – roughly 1.3 times the mass of Earth – orbits its parent star at a distance of roughly 7.5 million km (4.7 million miles), placing it within the so-called “goldilocks zone” in which conditions might be “just right” for life to gain a foothold on a world, evidence has been mounting that Proxima b is unlikely to support life.

Comparing Proxima b with Earth. Credit: Space.com

The major cause for this conclusion is that Proxima Centauri is a M-type red dwarf star, roughly one-seventh the diameter of our Sun, or just 1.5 times bigger than Jupiter. Such stars are volatile in nature and prone stellar flares. Given the proximity of Proxima-B its parent, it is entirely possible such flares could at least heavily irradiate the planet’s surface, if not rip away its atmosphere completely.

This was the conclusion drawn in 2017 study by a team from NASA’s Goodard Space Centre (see here for more). Now another study adds further weight to the idea that Proxima b is most likely a barren world.

In Detection of a Millimeter Flare from Proxima Centauri, a team of astronomers using the ALMA Observatory report that a review of data gathered by ALMA whilst observing Proxima Centauri between January 21st to April 25th, 2017, reveals the star experienced a massive flare event. At its peak, the event of March 24th, 2017, was 1000 times brighter than the “normal” levels of emissions for the star, for a period of ten seconds. To put that in perspective, that’s a flare ten times larger than our Sun’s brightest flares at similar wavelengths.

An artist’s impression of Proxima b with Proxima Centauri low on the horizon. The double star above and to the right of it is Alpha Centauri A and B. The ALMA study suggests that it is very unlikely that Proxima b retains any kind of atmosphere, as suggested by this image. Credit: ESO

While the ALMA team acknowledge such ferocious outbursts from Proxima Centauri might be rare, they also point out that such outbursts could still occur with a frequency that, when combined with smaller flare events by the star, could be sufficient enough to have stripped the planet’s atmosphere away over the aeons.

“It’s likely that Proxima b was blasted by high energy radiation during this flare,” Meredith A. MacGregor, a co-author of the study stated as the report was published. “Over the billions of years since Proxima b formed, flares like this one could have evaporated any atmosphere or ocean and sterilised the surface, suggesting that habitability may involve more than just being the right distance from the host star to have liquid water.”

Which is a bit of a downer for those hoping some form of extra-solar life, however basic, might be sitting in what is effectively our stellar back yard – but exoplanets are still continuing to surprise us, both with their frequency and the many ways in which they suggest evolutionary paths very different to that taken by the solar system.

Continue reading “Space Sunday: drills, flares and monster ‘planes”

Sansar Product Meetings #9: interactivity

The Wednesday February 28th, 2018 Product Meeting

The following notes are taken from the Sansar Product Meeting held on Wednesday, February 28th. The subject for the meeting was Interactivity in Sansar, although more than this was covered. These notes are an attempt to bring together the key points of discussion from the meeting.

These weekly Product Meetings are open to anyone to attend, are a mix of voice (primarily) and text chat. Dates and times are currently floating, so check the Meet-up Announcements and the Sansar Atlas events sections each week. Official notes, when published can be found here.

Bust a Move Release and Update

  • The Bust a Move (February) release was made subsequent to the meeting, which includes some of the updates indicated in the meeting – these have been noted below.
  • An update to the Bust a Move release was made on Friday, March 2nd, 2018, specifically aimed at fixing the issue of complex Marvelous Designer clothing items exploding briefly when entering cloth simulation mode.

Roadmap Notes – Interactivity

Aleks summarised the following as the key points for interactivity in Sansar the Lab has deployed , or is looking to, deploy and build on, over the coming months.

  • Keyframed motion type: introduced with the Bust a Move release on March 1st, which allows objects to be moved by object animations and certain script API functions.
    • This means that, while they are capable of movement, they are unaffected by gravity, cannot collide with static or keyframed objects, and can collide with dynamic objects and avatars, but are not moved by them.
    • Keyframed objects are useful for creating things like doors, that need to perform a specific motion reliably without adding unnecessary strain to the physics simulation.
    • It is acknowledged by the Lab that “keyframed” in this context is perhaps not the best descriptor for the functionality, and it may be changing to “scripted objects”.
  • A New Dynamic objects flag: used to determine if a dynamic object can be picked up or not.
  • Gravity / Centre of Mass:
    • Initial gravity scaling (0 through 5x “normal”) introduced with the Bust A Move release.This is straight up-and-down gravity.
    • Does not affect animations / locomotion, etc., at this time (a walk in 0 gee will be the same as in 1 gee, for example).
    • Ability to set centre of mass of objects and adjust the mass of objects via script will be coming.
    • Cylindrical and / or spherical gravity are not being worked on at this time.
    • Opens the case for avatar jumping / flying.
  • Friction and bounce controls to be made available for both terrain and objects surfaces. So ice will be slippery, a lead cannon ball many be set so it doesn’t bounce, but a rubber ball does, etc.
  • Scripted object interactions: this will allow creators to define what items  support interactivity, and how users can interact with them.
    • Will likely take the form of some kind of indicator which is visible when a mouse pointer (Desktop Mode) or hand (VR mode) is over the object, perhaps with a little tool-tip outlining the available interaction.
  • Manipulation abilities: the Lab is investigating how best to allow creators to define how items are held (e.g. a rifle and a hammer have different means of being held, one to the other) and for users to manipulate the objects they are holding (left hand? right hand? swapping between hands? etc).
  • Resource containers: objects that can be used to contain all of the sounds or animations or textures or rezzable which might be used in a scene, which can then be called via script as needed.
  • New interaction API: to provide abilities such as touching a button to change the colour or intensity or brightness of a light, or pull a lever, etc.
    • Again such capabilities will be introduced iteratively over time.
  • Scripted animation of textures: the ability to animation multiple textures on a surface, and potentially hook-in to a flipbook of textures.

Persistence Across Sessions

  • The Lab is looking at how to handle data persistence across sessions in Sansar (e.g. progress to date in a quest, or points scored in a game, etc.).
  • It’s not clear if this will be something handled internally with experiences, or by providing experience creators with some form of API, allowing them to create external mechanicals to store such data.
  • Seen as a capability which will be added once more in the way of game creation capabilities have been added to Sansar.

Particles

  • Not on the immediate  roadmap, and viewed as a “nice to have”, but not a priority at this point.
  • Are being considered with regards to emotes, e.g. type or say “smile” and a smiley pops up over your avatar or similar.
    • (Quite how this wouldn’t be as “immersion breaking” as having an unobtrusive voice indicator illuminate over an avatar’s head when voice is being used, as some at the lab claim, totally escapes me.)

Scripted Animation

  • Comprehensive scripted controls (start, stop, select a frame, change speed, etc.) for animations (and eventually leveraging the ability for .FBX files to contain multiple animations?) are being developed.
  • Initial work will be to provide scripted access to one animation on an object, rather than being able to control multiple animations.
  • The ability to swap between different sets of animations is acknowledged, but seen as “further out”.
  • This should allow for a range of NPC-style creations which can respond to avatar proximity.

Permissions System / Supply Chain

  • Still being worked on by the Lab.
  • Seen as a “sticking point” for many capabilities  / options within Sansar.
  • Currently prioritised is a script update system.
    • This won’t extend to objects, which will eventually have their own update mechanism.
    • It is not an automated update process (i.e. a new script is released and all previous versions are automatically updated).
  • Overall, the permissions system / supply chain is split into a number of areas, none of which is set for deployment in the near-term.

Performance Improvements

  • Voice is being revised so that when in an experience, only the voice data for those you can hear speaking is sent to the client, rather than voice data for all users in the experience, regardless of whether or not you can hear them.
  • Avatar LODs are also being looked at to help reduce the amount of avatar data being transferred to the client (do you really need to have every single tri in an avatar’s hair rendered when they are 300 metres away?).

2018 SL UG updates #9/2: TPV Developer Meeting

Cece's Secret; Inara Pey, January 2018, on Flickr Cece’s Secretblog post

The following notes are taken from the TPV Developer meeting held on Friday, March 2nd 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it. Time stamps in the text below will open the video in a new tab at the relevant point of discussion. Not this was a foreshortened meeting (20 minutes), with some lengthy periods of silence.

SL Viewers

[1:27-2:53]

  • The Nalewka Maintenance RC viewer, version 5.1.2.512803 (dated February 23rd) was promoted to de facto release status on Thursday, March 1st, 2018.
  • The Love Me Render RC viewer updated to version 5.1.3.513005 on Friday, March 2nd, which incorporates KDU and other security improves and (I believe) brings it to parity with the new release viewer.

All other official viewers in the pipe remain as per the start of the week:

  • Release channel cohorts:
    • Media Update RC viewer, version 5.1.2.512574, February 15.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

An update to the Media update RC is anticipated to bring it to parity with the new release viewer, and a new update to the 360-snapshot viewer is also anticipated, which hopefully addresses the fuzziness / resolution issues inherent in the current version (see my hands-on overview – link above – for more on this).

Upcoming Viewers

Maintenance Viewer

[3:00-3:09] A new Maintenance RC view should be appearing in week #10 (week commencing Monday, March 5th, 2018).

Bakes on Mesh Project Viewer

[3:10-4:30] A Bakes on Mesh project viewer, suitable for use with Bakes on Mesh test regions on Aditi is with th Lab’s QA team, and may be appearing in week #10.

Bakes on Mesh is a project to extend the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. It does so by allowing the faces on a mesh body / head to be defined in terms that the Baking Service can understand, allowing system layers to be applied to those faces, using 1024×1024 textures (rather than the 512×512 currently used by the Baking Service).

It’s important to note that the project viewer (with simulator-side support) is only the first phase of this project (essentially providing the 1024×1024 texture support), and there will still be much more to be done after the project viewer has been made available. Please refer to my Bakes on Mesh updates, which form a part of my weekly Content Creation User Group updates, for more specific information on this project.

Animesh Update

[7:56-9:06 – with audio break-up] The current focus remains:

  • Viewer-side bug fixes.
  • Performance profiling for Animesh complexity and LI costs.

The next step is to deploy updated simulator code in support of the limits so it can be put to the test.

DDoS Attack

[10:38-11:00] Some have experienced audio stream issues since the widespread amplified,UDP-based Distributed Denial of Service (DDoS) attack against memcached servers which took place across the Internet on Monday, February 26th / Tuesday, February 27th (memcached is a distributed memory caching system and is used to speed up dynamic database-driven websites and Internet-facing services by caching data and objects in RAM). As audio streams is handled by separate services (e.g. Shoutcast). It is possible they may have been suffering after-effects of the attack.

[11:05-11:56] The Lab has little to add to the blog post published by April Linden on the situation, other than they continue to harden systems and services. Overall, Second Life can come under frequent DDoS attack, but it myriad of parts are generally robust enough to withstand such attacks without them reaching the point of impacting users.

Off-Line IM Delivery Failures on Logging-in

[5:10-7:00] A project has been initiated to try to resolve problems with the viewer failing to receive all off-line IMs when a use logs in.

The cause appears to be that when a user logs-in, the simulator floods the viewer with UDP messages for the off-line IMs either before the viewer is ready to handle them, or as such a rate, messages are dropped.

To correct this, the Lab is making an API change in the simulator “in the next couple of weeks” and will be introducing a new viewer cap. Together, these will allow the viewer to indicate when it is ready to receive and handle off-line IMs, and ensure that the simulator correctly packages the messages for delivery, rather than simply sending a flood of items to the viewer.

These updates will hopefully be made available in a manner which allows TPVs to merge them relatively easily, rather than forming one part of a huge number of changes to the viewer.

In Brief

  • [4:35-4:53] Viewer Texture Memory Use: the Lab still plans to look at the question of texture memory use within the viewer, although it is noted this is turning into a “bit of a minefield”.
  • [12:02-13:05] Dullahan Linux: there have been requests for the Lab to provide a Linux Dulllahan build of the viewer (see this repository). Callum Linden has confirmed he’ll try to put further work into this before moving on to a new project, to at least leave it in a state others with more knowledge of Linux might be able to use.
  • [15:35-15:48] Disabling UDP inventory messaging: this is still being targeted for summer 2018, but there is currently no confirmed date.

This Weekend in Second Life Dance

Club eScape - February 28 2018

Hi there. R. Crap Mariner, your Dance Correspondent.

I’ll be posting dance performance schedules, similar to Inara’s posts about Seanchai Library readings. We’ll start with the weekend events for now.

Let’s get started, here’s the events that I had on the calendar as of press time…


(All times SLT)

FRIDAY MARCH 2

6:00PM – ELYSIUM CABARET

Elysium Cabaret – Welcome to the Weekend!

If it’s Friday, it’s Elysium Cabaret! Fancy some imagination? In The Empire Room at Copperhead Road, every Friday at 6pm SLT the dynamic performers of Elysium Cabaret take the stage to bring you a solid hour of entertainment! Featuring elaborate sets and choreography sequenced to an eclectic genre of music, Elysium Cabaret offers something for everyone. Grab your friends and get their early because the sim fills. Come celebrate Friday! Welcome to the weekend!

http://maps.secondlife.com/secondlife/Copperhead%20Road/74/64/2754

Elysium Cabaret - February 23 2018

10:00PM – GUERILLA BURLESQUE

Guerilla Burlesque Revue show on the main stage!

One sensational hour of fast-paced original, live dance entertainment, the best of its kind on the grid. Dancers Guerilla Burlesque develop fresh dance interpretations of hit songs, build stage sets, choreograph animations, and costume avatars to provide you with an innovated live performance experience.

Doors open at 9 pm for the 10 pm show! Arrive early and invite your friends!

https://maps.secondlife.com/secondlife/Idle%20Rogue/107/189/33

Guerilla Burlesque - February 23 2018

SATURDAY MARCH 3

1:00PM – DEBAUCHE

This coming Saturday the 3rd March with curtains raising at 1pm SLT Debauche are so proud and honoured to be returning to Ville de Coeur.

We always receive such a great and warm-hearted  welcome here, the theatre is stunning and so are the local community.

Please come and share  with us the delights of Debauche in glorious surroundings as we do our very best to entertain you.

Please dress semi or full formal though please try to keep those scripts low

https://maps.secondlife.com/secondlife/Aquitaine%20Coeur%20Nord/125/16/23

Debauche - February 25 2018

3:00PM – CENTRE STAGE

Ryan Sawyer and his group return to the stage.

https://maps.secondlife.com/secondlife/Nope/31/13/3006

3:00PM – GYPSY ROSE BURLESQUE

Grand opening of the Gypsy Rose Burlesque.

http://maps.secondlife.com/secondlife/SkyBeam%20Stowaway/23/40/2000

6:00PM – WHYMSEE NOIR

Join us on Saturday, March 3, 2018, starting at 6 pm SLT, for Let’s Dance: Animals! I’ve got an animals-themed song set, I’ll make us a nice open playpen, and we’ll get all animalistic together! Come dressed in neko, furry, an animal avatar, or come as you are (bits and pieces covered, please!)…this animal show is all choreographed and designed with YOU in mind…’cause at the end of the day, we can’t do it without you!

For the Let’s Dance show, we trade in our sets for MORE dancing and LESS wait time between songs! There will be lots of wiggling, dancing, physics, and a little dazzle thrown in for good measure! Dance along with us or have a seat in our comfy chairs, we like it when you watch! No naked avatars, just dancing. Come to the show and see what all the fuss is about!

http://maps.secondlife.com/secondlife/Whymsee/96/192/3286

7:00PM – PARAMOUNT GRAND THEATRE

Spring Into March! Paramount Grand Theatre’s brand new show for March. Come join us for an evening of classy but sassy entertainment as we the Paramount Players dance for you, March 3rd & 10th at 7pm SLT.

The Players are bringing the Irish, the Scottish, the Leprechauns and the Celts to Paramount. Maybe even some American marching may make an appearance!

http://maps.secondlife.com/secondlife/Hell%20Lust/77/83/22

Paramount Grand Theatre - February 3 2018

SUNDAY MARCH 4

So, there’s a lot going on at noon…

12:00PM – SPIRIT LIGHT DANCE COMPANY

Spirit Light Dance Company Presents Showcase 2018

Once a year we encourage members of the company to stretch their wings and present a piece of their own work. Each entrant must choose their music, create the set, get it in a rezzer and on the stage. They either make or source their costumes for their dance. They run the dance HUD and often the mover as well, or if an operator is needed they must train the operator. In all cases they are encouraged and mentored by senior members of the company. This is not a competition but rather an opportunity to strive for personal excellence–to be the best that they can be.

We invite you to join this full cast presentation of 11 outstanding examples of choreographic skill and creative spirit.

We recommended that you arrive early to secure a seat and to cache the sets and the animations.

Please keep your scripts to 50 or below.

http://maps.secondlife.com/secondlife/Rockcliffe%20I/120/82/3602

Spirit Light Dance Company SLDC - September 24 2017

12:00PM – DESIRE ARTS

Sunday, February at 12pm SLT

Desire Arts Dancers doing their “after hours” show, but today we do it for a Sunday matinée! We bring you the performance quality at our Saturday shows, with more skin… little less costume. Some acts do contain adult content.

Also, Presentations of a controversial nature (including those involving sex, politics and/or religion) will be presented separately from the Dance Program.

https://maps.secondlife.com/secondlife/Hell%20Lust/174/78/21

12:00PM – KIKI’S BURLESQUE

http://maps.secondlife.com/secondlife/LORII%20CAPRONI%20ISLAND/106/174/24

Kiki - December 3 2017

12:00PM – OASIS DANCERS/DEBAUCHE

Debauche would like to invite you all to the Debauche home theatre to come and enjoy, to witness two of the very best dance troupes in Second Life sharing the stage in a combined show.

Last weekend both troupes shared the stage at the Oasis home theater. Had fantastic support and plaudits. Was truly a magnificent show.

Now its time of Debauche to return the favour, to extend our hospitality in what will surely be simply another wonderful show for everybody to enjoy.

Sunday 4th March, 12pm SLT, please come smart, smart casual with low scripts

Lets Rock this weekend.

Debauche  xxxx

http://maps.secondlife.com/secondlife/Champion%20Isle/71/126/2001


Usually, I see notices for Phoenix at 5PM on Saturday, Club Image at 6AM on Sunday, and Winds of the Sahara at 5PM on Sunday… oh well.

That’s why you should check with the Dance Queens event calendar for updates and additions to the weekend’s schedule, as well as the many events that happen during the week. Or, you can check out my experimental in-world floor calendar.

The huge calendar...