Secrets, magic & science, poems, and games in Second Life

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 unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

Sunday, April 5th, 18:30: The Secret Garden

Caledonia Skytower continues this classic of children’s literature  by Frances Hodgson Burnett, first published in 1911, at the Golden Horseshoe in Magicland Park.

Orphaned after losing her parents in a cholera epidemic, young Mary Lennox returns to England from India, entering the care of her uncle Archibald Craven, whom she has never met.

Up until this point, Mary’s childhood had not been happy; her parents were selfish and self-seeking, regarding her as a burden over which they were not obliged to hold much responsibility. Not overly healthy herself, she is as a result  a temperamental, stubborn and unmistakably rude child – and her arrival at Misselthwaite Manor and the relative gloom of Yorkshire’s weather does little to improve her mein.

Her disposition also isn’t helped by her uncle, who is strict and uncompromising, leading to Mary despising him. But her uncle’s story is itself filled with tragedy, particularly the loss of his wife. As she learns more about her uncle’s past, so Mary learns about a walled garden Mrs. Craven once kept, separated from the rest of the grounds and which, since her passing has been kept locked by Mary’s uncle, the door leading to it kept locked, the key to it buried somewhere. 

Finding the missing key and the now hidden door, Mary enters the garden, and her passage into it starts her on a journey of friendship and discovery, one that leads her to the thing she never really knew: family.

Monday, April 6th 19:00: The Higher Space

Gyro Muggins reads Jamil Nasir’s 1996 novella that mixes science and magic.

Bob Wilson is a lawyer with a house in the suburbs, a beautiful wife, and a predictable life. Then he agrees to represent a neighbourhood couple in what looks like an open-and-shut custody case.

But no sooner do the Wilsons take in fourteen-year-old Diana Esterbrook than Bob must ask himself some troubling questions. Is Diana a computer genius or a dangerously disturbed adolescent? Why is his house being bugged? Who is the mysterious man in black? And what about Diana’s birth mother, a convicted kidnapper just released from prison?

Wilson’s quest for answers will lead him to an enigmatic private detective, a meek professor with dreams of immortality, and finally to the secrets of a discipline called Thaumatomathematics a strange blend of magic and science where death becomes the key to beatific ecstasy.

Tuesday, April 7th:

12:00 Noon: Russell Eponym, Live in the Glen

Music, poetry, and stories in a popular weekly session that is finding a new home in Ceiluradh Glen as guest of Seanchai Library.

19:00: Words for Our Souls: Poetry in The Glen

Seanchai Staff share words for our time around the fire.

Wednesday, April 8th, 19:00: No Session

The library will be dark.

Thursday, April 9th:

19:00: What’s in a Username?

Shandon Loring returns to Game On: A Gamelit Anthology, this time to read Angel Leya’s short story, What’s in a Username?

While playing a hot new MMORG called Power, gamer girls Maddy and best friend Amber run into a guy on whom Maddy has an all encompassing crush. 

Given her inability to talk to any guy she likes without becoming a tongue-tied, fumbling wreck, Maddy determines the best way to make her feeling known is through her (albeit male) game avatar.

Things start to go awry, however, as Maddy realises Amber likely also has a crush on the object of her affections. As a result, both of their gaming suffers in their pursuit of the eye-catching player.

But what  no-one playing Power realises is that there is more at stake in the game than they could ever realise.

Also in Kitely – grid.kitely.com:8002:SEANCHAI).

21:00: Seanchai Late Night

Contemporary Sci-Fi-Fantasy with Finn Zeddmore featuring stories from sources including Escape Pod, Light Speed, and Clarkesworld on-line magazines.

The Oller Belair Gallery and Circular in Second Life

Oller Belair Art Gallery: Uleria Caramel

The Oller Belair Art Gallery (follow the path across the covered bridge from the landing point), created and operated by Pencarrow Oller offers a venue for physical world artists to present their work within Second Life. In this, it presents an exhibition space that encompasses art by Pencarrow herself with artist in residence Layachi Ihnen, together with invited artist exhibitions and a monthly competition for physical world artists, the Unicorn Awards competition. For April, the invited artist is Uleria Caramel, whose exhibition Circular opened on April 3rd, 2020.

An abstract expressionist, Uleria works in a number of mediums: oils, glass painting, aquarelles, ceramics and photography. Her art combines colour and contrast, inspired by her own feelings and emotional reactions to the things and the worlds she observes; something that can give her art a particular depth of emotional resonance from observers.

This is particularly true for Circular, her exhibition within the Belair hall of the gallery. This series of works has, as their foundation, the on-going global crisis that is affecting us all, as Uleria noted to me when discussing the exhibition.

I was thinking, what would be this exhibitions theme, and the main thing in my mind has been this corona crisis on this Earth. So my vision started to grow from words like lifeless, rock, space, and round shapes like an Earth shape, the corona virus shape and round shapes in general. But I don’t want to the virus theme into the foreground; if someone sees it, that’s OK; if they see something else, that’s OK as well.

Oller Belair Art Gallery: Uleria Caramel

This idea of a theme for the exhibition that is not in and of itself a driving force behind the images presented within it is clearly reflected in the selection process Uleria used for Circular. While the ideas of circles, spheres and round shapes and form that might contain elements suggestive of things like a virus is prevalent in all of the images she offers here, none of the pieces have been created specifically because of the foundational theme for Circular; rather, they are all pre-existing pieces drawn from Uleria’s rich portfolio if past works.

This give Circular a layering of interpretation and emotional depth that is genuinely captivating; some of the pieces through colour, impression and shape offer very clear reflections of virus-oriented themes, from the idea of a viral invasion. Take Cell One, The Origins, and Drifting, for example, with the latter in particular perhaps bringing to mind oxygenated haemoglobin, so vital to aerobic respiration, offering an indelible link to the respiratory nature of the SARS-CoV-2 virus and the resulting Covid-19 disease.

Oller Belair Art Gallery: Uleria Caramel

Other pieces are more subtle in their connection to the thematic play of the exhibition, allowing us to view them entirely independently of that theme – although the threads of connection are there. Take the corner collection of mandala-like Kaleido images, together with Liquid Moon, for example.

These stand as pieces that engage the mind without any overt thoughts of illness or the like, yet within them are still thematic echoes: the Kaleido pieces offer both subtle suggestions of viral entities and of the interconnectedness we all share as a part of life that can enable their spread, while Liquid Moon can perhaps bring forth celestial thoughts on the cosmos around us and also suggestive of a single cell – the building block of life. Thus, these – and the other pieces presented here – mean that Circular can be viewed both as a social commentary for the times or purely as a retrospective of Uleria’s remarkable art.

Oller Belair Art Gallery: Pencarrow Oller

As noted, the gallery also features exhibitions by Pencarrow, who at the time of my visit was offering a display of abstract, flowing pieces inspired by haikus. Through their use of colour, these are expressive pieces, even without the words of the haiku which inspired them (these should be offered by touching an individual piece, although this was still to be set-up at the time of my visit), with the more slender pieces each suggestive of traditional Japanese scroll paintings, thus adding to the depth of the theme.

Deserving of a more expressive space in which to be shown, Pancarrow’s pieces occupy the Oller hall / stairway leading up to the upper floor of the gallery, where Layachi Ihnen’s always absorbing studies and portraiture can be found. These are presided over by the impressive multi-panel The Infinites, a study that wraps itself around three walls of the exhibition area to form an unfolding story.

Oller Belair Art Gallery: Layachi Ihnen

Provided for physical world artists displaying their work in Second Life, the Unicorn Awards is operated through the gallery, offering a prize pot of L$10K with art displayed in the Unicorn Studio hall. Each awards competition is themed, and details  can be obtained by setting foot in the Unicorn Studio or by contacting the gallery’s manager, Airam79 Carami, in-world.

SLurl Details

2020 SL project updates week #14: TPVD summary

The Muse – The Library, February 2020 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, April 3rd, 2020. These meetings are generally held every other week, unless otherwise noted in any given summary. The embedded video is provided to Pantera – my thanks to her for recording and providing it. Time stamps are included with the notes will open the video at the point(s) where a specific topic is discussed.

This was a short meeting – less than 20 minutes.

SL Viewer News

[0:13-2:43]

There were no viewer updates in week #14, leaving the official viewer pipelines as follows:

  • Current Release version  version 6.3.8.538264, dated March 12, promoted March 18th. Formerly the Premium RC viewer – No change.
  • Release channel cohorts:
    • Camera Presets RC viewer, version 6.3.9.538729 March 25.
    • Love Me Render RC viewer, version 6.3.9.538760, March 25.
    • EEP RC viewer updated to version 6.4.0.538823, March 20.
    • Zirbenz Maintenance RC viewer, version 6.3.9.538719, issued March 19.
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

General Viewer Notes

  • EEP is now extremely close to release. The hope is to have the final RC version available for users in week #15 (commencing Monday, April 6th).
    • Providing no major issues are encountered with that version, and allowing for it gaining sufficient user hours as an RC cohort, it will then be promoted to de facto release status.
    • This viewer still has one of the lowest crash rates for the official viewer, and which is described as being “dramatically lower” than the current viewer release.
  • The Love Me Render (LMR) and Camera Presets RC viewers are both getting close to a point where they could be released at some point after EEP.
  • Tools update (Visual Studio 2017 and a more recent version of Xcode): the first full viewer build is ready to be issued, so an RC could be appearing in week #15. If so, it may be fast-tracked to release status behind EEP and ahead of other RCs.
  • There is still work to be done on the Copy / Paste and Legacy Profiles viewers to get them up to RC status.
  • Work is also continuing on the mesh uploader viewer, a version of which had yet to be made available to users as a compiled viewer.

Server / Simulator News

[3:44-6:42]

  • The server team believe they have fixes for the issue off-line inventory losses from objects (see: BUG-227179 “All offline inventory offers from scripted objects are STILL lost”).
  • These fixes should be going to a simulator RC release in week #15, and no viewer-side updates are required for either of the fixes (UDP and HTTP).
  • TPVs have been asked to confirm the HTTP fix works, and if so, to switch to that mechanism (if they have not already done so), rather than continuing to rely on UDP messaging for off-line inventory offers, so that path can be deprecated.
  • Details on where the fixes can be tested will be made available to TPVs through the Open-Source Dev mailing list.
  • Apologies have been offered for the time it took LL to fix and fix the underlying causes.

Lab Gab 20 summary: Second Life cloud uplift & more

via Linden Lab

The 20th edition of Lab Gab live streamed on Friday, April 3rd, featuring Oz Linden, the Lab’s Vice President of Engineering and a member of the company’s management team, and April Linden, the Lab’s Systems Engineering Manager. They were appearing to primarily discuss the work in transitioning Second Life to commercial cloud environments. Ekim Linden had also been scheduled to appear, but was unable to do so.

The official video of the segment is available via You Tube, and is embedded at the end of this article. The following is a summary of the key topics discussed and responses to questions asked. Note that the first half of the video is related to the cloud uplift, and the second half to broader engineering-related questions.

April Linden has some 20 years of experience in systems engineering, and is genuinely passionate about Second Life. She first became involved in the platform in 2006 as a resident (and is still extremely active as a resident). She joined the Lab in 2013. She worked within the systems engineering team, and was promoted to her current position of Systems Engineering Manager, Operations, some 18 months ago. For her, the great attraction of the platform has been, and remains, the empowerment it gives people to express themselves positively.

Oz Linden joined the company in 2010 specifically to take on the role of managing the open-source aspects of the Second Life viewer and managing the relationship with third-party viewers, a role that fully engaged him during the first two years of his time at the Lab. His role then started expanding to encompass more and more of the engineering side of Second Life, leading to his currently senior position within the company.

Both are genuinely passionate and enthusiastic about Second Life and its users.

The bunny and the wizard who bring us Second Life: April Linden (Systems Engineering Manager, Operations) and Oz Linden (Vice President, Second Life Engineering)

The Cloud Uplift

What is It?

[5:40-9:45]

  • Cloud Uplift is the term Linden Lab use for transitioning all of Second Life’s server-based operations and services from their own proprietary systems and services housed within a single co-location data centre in Tucson, Arizona, to  commercial cloud services provided by Amazon Web Services (AWS) and Google.
  • The process of moving individual services to the cloud is called “lift and shift” – take each element of software, making the required adjustments so it can run within a cloud computing environment, then relocate it to cloud infrastructure and hardware in a manner that allows it to keep running and avoids disruptions that may impact users, and continues to run exactly as it did prior to the transfer.
  • The current plan is to have all of this work – up to an including moving all of the SL region simulators – to cloud services by the end of 2020.
  • Numerous services have been transitioned to date.
    • The Lab generally prefers not to discussion which specific services have been moved, to prevent users seeing the move as a placebo reason for issues they may be encountering, thus biasing their bug reports.
    • However, one service that is known to have moved is the inventory (asset) database, so that all users’ inventories are obtained via the cloud, and not from a dedicated asset cluster within the Lab’s co-lo facility.
  • With the services that have moved, the Lab has seen noticeable improvements in performance, partially as a result of cloud services using more recently / more powerful hardware configurations than the Lab can run without making a major new capital expenditure in equipment (which the uplift is intended to avoid).
  • A practical advantage of cloud operations is the ability for LL to scale services to meet demand.  The recent increase in users logging-in to SL, for example, placed a strain on the services that feed the CDNs that in turn deliver the majority of asset data to users (mesh data, textures, sounds, gestures, clothing, etc.). These services we then able to dynamically scale to an increased number of nodes to handle the load, something LL would not have been able to do without first sourcing, installing ans configuring the required hardware.

Oz and April with Strawberry Linden (c)

What Improvements Might Users See from the Uplift?

[9:48-14:42]

  • Between now and the end of 2020, no appreciable different should be observable to users.
  • The move is initially being made to a single AWS centre, so things like ping times to regions (once they are moved) shouldn’t change.
  • In terms of reducing simulator-side lag, the answer is unclear, as simulators have yet to be tested – this is due to start with simulators internal to the Lab Soon™. This will enable the Lab to begin to get real numbers in terms of simulator performance.
    • It is believed that simply moving simulators to the more recent, more powerful hardware used by cloud services should on its own result in a modest improvement in simulator performance.
    • That said, the outcome of performance adjustments in distributed environments is “really, really hard to predict”.
  • Longer-term, as the Lab is able to start exploiting the advantages of being in the cloud, there is confidence performance will improved in various areas.
    • For example, if simulators can be distributed in accordance with the geographical locations of their primary audiences (e.g. simulators that tend to get the majority of their audience from South America being located in South America), then this could reduce network time in connecting to them for those audiences, and so help boost performance as seen by those users.
    • While this is a longer-term goal for the cloud migration (it’s not going to be there from “day 1”), it is a part of the motivation to make the transition.

How will the Lab Handle Costs?

[14:45-18:40]

Sidebar note: cloud services typically bill based on demand and usage. This has given rise in some quarters to concerns / beliefs that LL could find themselves facing unexpected large bills for hosting.

  • Two answers: the first is nothing is ever certain.
  • The second is, the Lab, with April and Ekim in particular leading the effort, put a lot of work into modelling their likely operations and costs when using cloud services and infrastructure.
    • This work involved a lot of assumptions on how LL anticipated their costs would look based on how the planned to operate SL in a the cloud.
    • This model was then put to both AWS and to an independent, outside consultancy with expertise in advising clients on the use of cloud-base service provisioning, both of who gave positive feedback on the approach the Lab would be taking and the likely costs involved.
  • Further, the fact that SL isn’t a service that dynamically expands under use. All of its services are operating 24/7, so the costs can be readily calculated and pretty much consistent, therefore, the dynamic surges that can lead to high service bills don’t actually apply.
  • While there are some back-end services that can leverage dynamic hardware use in times of heavy load, these are in the minority (all of SL’s back-end services account for only 15% of its server fleet), so again, dynamic increases in hardware use for those services that can leverage it, are not going to be massively excessive.
  • As such, and allowing for answer (1), the Lab isn’t overly concerned about costs spiralling.

Will There Be Cost Saving that Can Be Passed to Users?

[18:41-19:54]

  • Unfortunately, the engineering teams are not responsible for determining fees charged to users.
  • More practically, it is not going to be possible to make any informed judgements on costs to users until the Lab has had the opportunity to see how actual operating costs compare with their predicted costs model.
  • Further, it is not anticipated that any cost savings will be made in the first 1-2 years of cloud uplift, so any decisions on if and where to reduce costs to users won’t be made for a a while to come, and those involved in making such decisions are not in the engineering teams.

Second Norway and Sailor’s Cove East – status update

Second Norway, March 2020

Update, April 27th: Second Norway is now under the management of Luxory Estates, read more in Second Norway: the future is bright.

I recently reported (with updates) on the situation with Second Norway and Sailors Cove East (SCE), both of which were facing possible closure due to physical world issues, including the current SARS-CoV-2 pandemic – see: Second Norway & Sailor’s Cove East: rumours & statements.

On Friday, April 3rd, Ey Ren, founder of Second Norway contacted me to request that people wishing to keep up-to-date with developments on both estates refer to his Bad Elf Blog, and I’m only too happy to point those concerned about the situation to that blog.

In particular, Ey has posted three updates, all dated April third, and summarised below:

24 SCE regions to Transfer Ownership

A transfer ticket for 24 of the 45 Sailor’s Cove East regions has been submitted today. Original co-founder of Sailor’s Cove, Patrick Leavitt, has stepped up to ensure that over half of the estate continues to exist.

See Ey’s full blog post on this topic, which includes a list of the affected regions.

Ey is Still Working to Secure a Future for Second Norway and the Rest of SCE

As per the notice presented by Mialinn Telling in her profile (again, see: Second Norway & Sailor’s Cove East: rumours & statements), Ey is seeking to secure a viable future for the estates and the regions within them. In particular he notes:

  • Outside of the SCE regions that will be transferred to Patrick mentioned above, there should be no significant changes to either estate before May 2020. In particular:
    • No regions should be taken off-line in April 2020.
    • Rental payments are suspended until such time as the future of the regions within each estate is determined and / or regions are transferred to new ownership (at which point rental agreements will need to be entered into with any new owners).
  • Ey is actively engaged in seeking new ownership to secure the future of as many regions as possible, and investigating the means to finance those regions which cannot be transferred to new owners. However, due to his personal situation, it is possible that some regions that cannot be transferred to new ownership could eventually be removed from the grid.
  • He also wishes to extend thanks to Linden Lab for all they have done in expediting the unlocking of his account and in providing leeway for him to seek alternative arrangements to try to save as much as possible of both of these estates.

For full details on all of the above points please refer to Ey’s posts All Good Things Must Come to an End and No Tier Payments Until Changes are Made.

 

Again, if you are a tenant of Second Norway or SCE, or wish to be kept appraised of the situation directly be Ey, please make sure you bookmark or subscribe to his blog.

2020 Content Creation User Group week #14 summary

Garrigua, February 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, April 2nd 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

A large part of the meeting concerned options for what might be done when handling complex avatars that fall outside of what is currently being done through ARCTan, including esoteric discussions on when things like impostering should occur in the download / rendering cycle, etc. Discussions also touched on the sale of Sansar (see elsewhere in this blog) and SL’s uptick in user numbers as a result of the current SARS-Cov-2 pandemic.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Is caught on a couple rendering bugs related to Linden Water and how the water / things under water are rendered by EEP.
  • The plan is still to have EEP promoted before any other viewer project is promoted to release status.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Internal testing is awaiting a Bake Service update related to the issue Vir identified that was causing issues in gathering data.
  • In the interim, Vir has been looking at the tools available for manipulating viewer performance (e.g. imposters, the Jelly Dolls tools, blocking, etc.). He’s specifically been looking at “peculiarities” in how the various options work and raising internal questions on possibly re-examining aspects of how they work.
  • One point with imposters / Jelly Dolls is that while the settings may be used – and as was raised as a concern prior to that project being deployed – is that rendering data for all attachments on an impostered or jelly dolled avatar is still downloaded to the viewer, which is not optimal.
    • Removing attachment data could improve performance, but would also make jelly dolled avatars in particular look even more rudimentary.
  • A bug with the  Jelly Doll code means setting an avatar to never render causes it to load more slowly than just lowering the complexity threshold so it doesn’t render. This is viewed as a known bug.
  • There have been suggestions for trying to limit access to regions (particularly events) based on avatar complexity.
    • Right now, this would be difficult, as the simulator does not have authoritative information on avatar complexity – it’s calculated in the viewer, which in turn is based on data the simulator doesn’t even load.
    • This means there would have to be a significant refactoring of code before the simulator could be more proactive around avatar complexity. Given the cloud uplift work, this is not something the Lab wishes to tackle at this point in time.

General Discussion

  • Arbitrary skeletons: The question was raised on SL allowing entirely custom / arbitrary skeletons.
    • This again would be a complex project, one that was rejected during the Bento project due to the risk of considerable scope creep.
    • There is already a volume of available humanoid mesh avatars, each operating with their own (mutually incompatible) ecosystems of clothing and accessories that can already cause confusion for users. Adding completely arbitrary skeleton rigs to this could make things even more complicated and confusing.
  • The major reason there is little work being put into developing new LSL capabilities is because the majority of the LSL development resources are deeply involved in – wait for it – cloud uplift work.

Next Meeting

Due to the Lab’s monthly Al Hands meeting, the next CCUG meeting will take place on Thursday, April 16th, 2020