2023 week #39: SL TPVD meeting summary

Cloud Island, July 2023 – blog post

The following notes were taken from my chat log transcript of the Third Party Viewer Developer (TPVD) meeting held on Friday, September 29th, 2023, together with the video recording of the meeting made by Pantera Północy, which is embedded towards the end of this summary. My thanks as always to Pantera for making these recordings.

Meeting Overview

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development.
  • As a rule, these meetings are:
    • Generally held once a month  the third or fourth Friday, at 13:00 SLT at the Hippotropolis Theatre. See the SL Public Calendar for specific meeting dates.
    • Open to all with an interest in viewer development.
    • Conducted in a mix of text and voice.
  • The notes herein are drawn from a mix of my own chat log and audio recording of the meeting, and are not intended to be a full transcript.

Viewer Updates

[Video: 0:00-3:17]

The Inventory Extensions RC viewer updated to  version 6.6.15.581961, on September 28th.

The remaining official viewer currently in progress stay unchanged as:

  • Release viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
  • Project viewers:

General Viewer Notes:

  • Given the speed at which the Inventory Extensions RC viewer has been iterated of late and bugs addressed whilst also reducing the crash rate, it now looks as if this will be the next viewer to get promoted to de facto release status.

PBR Materials Update

The following was offered in lieu of a CCUG meeting during the week.

Protocol Update

[Video: 1:05-3:16]

  • The communications protocol changes referenced in my recent CCUG meeting summaries (and of particular relevance to the viewer) are with LL’s QA, and also live on a series of regions on Aditi (Rumpus Room 31 through 34. An RC viewer update with the code supporting these changes is pending release until the simulator code has passed QA testing, hopefully in week #40.
  • This change should overcome the bandwidth overload between the viewer and the simulator with respect to scripted PBR updates. It is described as being terser than the current version, using much the same throttling and interest list culling as used in terse updates, and de-couples PBR updates from full object updates.
  • As it is a protocol change:
    • The deployment of the simulator code is liable to be cautious – initially to the Preflight PBR regions on Agni, with testing restricted to those before the update is deployed to the more public Rumpus Room regions on Agni, and then wider (full simulator RC channel?) deployment after that.
    • Some regressions are anticipated as this change gets to be used by a wider audience in Agni testing.

PBR Terrain

[Video: 4:48-5:05]

  • This is an offshoot project from PBR Materials covered in previous TPVD meeting summaries and particularly CCUG meeting summaries). The focus is on applying PBR materials as terrain textures to give an improved look to SL default terrain. It is not terrain painting (this is described as “something that’s on the radar” for possible future implementation).
  • The work includes all supported materials other than displacement maps, and is currently primarily viewer-side, but may be extended into the simulator code.
  •  The focus for Cosmic Linden at the moment is on improving terrain normal maps.

In Brief

Refer to the video for the following:

  • [Video: 5:15-7:20] Github Actions: LL is continuing the work to move their viewer build processes over to Github Actions, and this work is now seen is being “extremely close” to going live for all viewer builds from the Lab. In particular, this will potentially allow TPVs using the same build infrastructure to more readily leverage elements of the LL build process.
    • For example, scripts used to manage the build process under Team City have had to remain private to the Lab, due to the requirement for them to include credentials. With Github Actions, the credentials can be removed, allowing the scripts to become public actions and thus be used by TPVs.
  • [Video: 13:14-22:34]  Code-signing. This follows from the last TPVD meeting, and offered as clarification. Both Windows and MacOS require code signing through different mechanisms. This helps avoid things like anti-virus software and firewalls throwing up potentially off-putting warnings to users trying to install viewers.
    • As a purely speculative point in the last meeting, Vir Linden noted that within Github Actions, the infrastructure the Lab will be using for code signing can be opened-out to allow TPVs to leverage it using their own credentials, potentially helping to smooth the process of code-signing for those wishing to adopt it.
    •  However, it was noted that the problem for TPVs wasn’t so much the code-signing process as trying to keep personal information required by the credentials from being revealed. There has been one known case of this happening, exposing the individual concerned to potential doxing.
  • [Video: 25:44-end] Discussion commencing with building a TPV progressing through message protocols to region identification protocols between viewer and simulator (see this forum thread). It further encompassed:
    • A more general discussion on LSL coding (including the potential for impact on region / simulator / simhost performance), procedural changes to things like object movement to prevent message spamming, etc.
    • Commentary on the viewer stats and that due to the level of inaccuracy involved with the bandwidth /ping and packets in/out statistics, whether this should be removed, or if not removed, should at least be viewed with “a degree of scepticism” in terms of their reliability / accuracy, with the note that tools such as Wireshark / Tracy should be used which accurate stats gathering is required.

TPV Notes

  • [Video 9:24-13:10] Black Dragon is developing an improved first person IK system which constrains the camera to the avatar’s chest position, and which smooths camera turning with the avatar.
    • This has a range of uses, including with weapons / combat, where it allows them to be properly aimed, including up and down.
    • It is also something LL might review and consider for implementation in the official viewer, were the code to be formally contributed.
  • Firestorm has been shadowing PBR development with and “alpha” Firestorm PBR viewer available to a limited cohort of testers, and plan to have an update to that viewer based on the Lab’s protocol updates once the code has been made available on simulators on Agni and the Lab’s PBR RC viewer has been updated with the viewer-side code.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Levelling-up Otter Lake in Second Life

Otter Lake, September 2023 – click any image for full size

Angel (BabyCatHead) IM’d me recently to suggest I visit Otter Lake, Sharon Hinterland’s ever-evolving setting in Second Life. As it’s getting on for a year since my last visit, I thought I should take her suggestion and drop in once more. Originally a Homestead region and Sharon’s home in SL – and a place I first visited back in 2019 after Sharon opted to make it a public destination (and to which I’ve returned on a number of occasions since) – the location has since moved on to a Full private region product, with Sharon continuing to re-develop it on a regular basis and offer new sights and touches.

With this iteration in particular, she has created two distinct but connected / related settings, the first at ground level and the second on a region-wide skybox level, 1250 metres overhead. They are distinct, because whereas the ground level setting retains the general rural vibe of the last iteration of the region I wrote about, the sky platform presents an entirely urban setting. However, linked as they are by a collision teleport disguised as a road tunnel, there is a suggestion that the urban setting lies on the limits of a larger conurbation, a place of mixed age and use, whilst the ground-level setting is the countryside just a short drive away from the town / city.

Otter Lake, September 2023

While retaining the rural vibe from the previous build, this Otter Lake ground level build is by no means just a continuance of the prior design – it very much has its own look and feel; one that to me, making a first return since the last time I covered it in November 2022, gave the suggestion that rather than being completely removed from that prior design, I’ve perhaps moved a modest number of kilometres along the same stretch of coastline to find myself in the current setting.

This is a place sitting within what appears to be a broad bay, a single tongue of land connecting it to the surrounding hills and providing a point of emergence for the tunnel which appears to dive under them to provide passage between coast and town. A paved road runs around the periphery of the landscape, linking the landing point to the north with the tunnel mouth to the south. Two wooden drawbridges help the road cross the channel of water separating the spit of land on which the landing point sits with the bulk of the landscape, so it doesn’t matter which direction you opt to take at the start of any wandering around the setting.

Otter Lake, September 2023

That spit of land, a long ribbon running west-to-east along the length of the region, with a lighthouse and small beach at one end and an aging gas station and garage at the other. Along the way the road between these two extremes passes a camp site, the landing point, cabins (some in better condition than others!) and a little café.

Across the water and particularly visible from one of the bridges is a building of mixed ancient / modern design which immediately caught my eye – Marcthur Goosson’s NO Cottage Bizar. It’s a structure I fell in love with after first coming across it at the start of 2023 courtesy of Clifton Howlett (see: A Highland Retreat on Second Life), and which I went on to purchase and kitbash for my own purposes (as related in The NO Cottage Bizar in Second Life). Here it has been used as a rather interesting residence, one of a number across the landscapes – none of which are private residences, but are instead open to the public.

Otter Lake, September 2023

As well as the houses, there are other structures awaiting discovery, particular along the rutted track cutting across the landscape. This offers the chance to find the haunted chapel ruins – a nod to Halloween, perhaps. Also waiting to be found are ponds, a stream with its own falls, meandering paths and numerous places for sitting and cuddling all of which adds up to an attractive sitting rich in detail.

Step through the tunnel and you’ll arrive in the town. Unlike the undulations of the ground-level setting, this offers a single level location encompassing a run-down industrial area where the main factory has long been shut-down and deserted, except for a single warehouse which has taken on a new lease of life. Across the road, the old steel works is now a club-come-bar carrying the name The Forge, whilst the rest of the western side of the setting has a similar aged and careworn look and feel to it.

Otter Lake, September 2023

This transition as one moves eastwards, the roads passing though and between tired apartment blocks with businesses along their ground floors to reach an open park bordered on two sides by much neater and news apartments / townhouses. Some of the buildings along they are mere façades, while others are furnished and inviting explorers to step inside. Those who climb high enough through some of the building might find some rooftop retreats for those who might want to spend time tucked away.

Sharon always produces richly detailed environments ripe for wandering and photography, and this iteration of Otter Lake is no exception.

Otter Lake, September 2023

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The return of La Maison d’Aneli in Second Life

La Maison d’Aneli, September 2023: Asperix Asp

As I write this, it is a little over nine months since Aneli Abeyante announced that her long-running Second Life Art gallery, La Maison d’Aneli would be closing at the end of its (then) new exhibition, which opened on December 14th, 2022. However, passions, ideas and creativity tend not to always behave or turn out as we planned, and frequently have a habit of demanding release even when we think otherwise.

Here I am at the end of my adventure as a gallery owner, of course I will stay on Second Life as a simple artist … I thank all the people who accompanied me …. what a beautiful adventure we have shared, more than twelve years with an exhibition per month, and you always there. Long live creation!

– Aneli Abeyante, December 2022

In Aneli’s case – and to our good fortune – La Maison d’Aneli refused to simply pass into Second Life history, and instead insisted she continue to breathe life into it and allow it to continue to bring regular ensemble exhibitions. And so it is that, on September 27th, 2023, the gallery officially re-opened with a set of five individual exhibitions by noted SL artists.

Occupying a location pretty close to (if not right on top of) that of the last iteration of itself, La Maison d’Aneli once again offers its familiar ground-level landing point, complete with event venue and exhibition hub. The latter presents direct teleports to each of the current exhibitions in progress, while a separate additional teleport disk network allows for quick transfers between allow five and a return to the ground level.

For its re-opening, the gallery features exhibitions by Asperix Asp, Xirana Oximoxi, Morlita Quan, Deyanira Yalin and Aneli herself. Given the names involved, you can be sure that these are exhibits that will engage both eye and mind, and it is recommended that they are each visited under the default Shared Environment and with Advanced Lighting Model enabled.

Asperix Asp is a digital artist hailing from Spain and who has been creating and displaying his digital artwork since 1985, not long after trade more traditional methods of artistic expression for the keyboard, mouse, monitor screen and other tools of the digital age. His work has been critically acclaimed and award-winning, and over time has grown from purely 2D to encompass 3D modelling and seeking expression through diverse natural inspiration – such as via paludarium (a type of vivarium incorporating both terrestrial and aquatic aspects). From  2007 through 2014 he explored and exhibited his work within virtual spaces such as Second Life, before taking a leave of absence through until 2020.

La Maison d’Aneli, September 2023: Asperix Asp

Within this exhibition he presents a selection of his fractal art under the title Demiurgia. It comprises sixteen quite exquisite pieces, each one exhibiting the beauty of finely-crafted jewellery. But whether each image is that of an individual piece, or represents the focus on a single facet of a much larger piece, is impossible to say; each image is unique unto itself, yet all are bound one to another through the subtle use of colour, tone, form and finish.

Two-dimensional art they may be; but there is something fundamentally tactile captured within each one, as if in reaching out to them we could feel the soft cold/warmth of the metal, the tiny crystal-like roughness of the filigrees and burnished peaks and troughs formed by the turn of the metals.  These are pieces we can see are formed through the artistry of a true artesian – and in that, the title for the exhibition has been well chosen.

Hailing from Catalonia, Xirana Oximoxi is an artist whose work is very much driven by a mix of her experiences, moods and outlook, informed by impressions and reflections on the world at large. As such, her work is constantly in flux, often being driven by the words on the printed page or as a result of a day’s reflections or through research into ideas and explorations of new means of expressionism.

La Maison d’Aneli, September 2023: Xirana Oximoxi

With the Undefined, she presents reflections on the relationship between an artist – in this case a cartoonist – and the characters they create. It’s a story itself told in the form of a comic strip. It is very much driven by that process of discovery, research and expression. As Xirana notes in introducing it:

The comic strips tell stories of everyday life, dreams, fantasies and thoughts. The main objective is to learn how to create cartoons by doing it and also to make the reader smile. They are inspired by nonsense, by that is silly and illogical and by the Theatre of the Absurd.

– Xirana Oximoxi

However, within this flow of apparent light-heartedness runs a deeper pondering: who is ultimately in control of things? The cartoonist or the characters and creations to which they give birth and form? Is it the artist who drives the creative process – or the creative process which drives the artist?

Morlita Quan is a multi-faceted artist I’ve long admired, having written about her art and installations within Second Life on numerous occasions within this blog. As a musician and recording artist specialising in experimental music, she has achieved considerable success. Starting in 2008 and continuing through to the present, she has particularly sought to combine music and other art forms utilising emerging technologies, often collaborating with numerous Fine Arts universities and also with other artists – be they visual, musical, spoken word or performance.

La Maison d’Aneli, September 2023: Morlita Quan

As a visual artist, Morlita has followed a similar path of experimentation with genres, techniques, subjects and forms (both 2D and 3D), as well as seeking to collaborate with other artists in both physical and virtual spaces. Here she presents a broad cross-section of her work: abstract paintings, 3D pieces, photographs; studies of the natural and still life captures brought together in a compelling and stunningly fluid selection of work.

“Experimentalist” is a term which might also be used with Deyanira Yalin. Having begun her artistic journey painting in oils and acrylics and participating in physical world expositions in Mexico City, the years she expanded her technique and portfolio, firstly through other canvas-based media prior to embracing digital means to explore new opportunities and potentials  – something which brought her to Second Life.

More recently – and like many artists in L and beyond – she has more recently started to experiment with the Midjourney AI tool, about which she notes:

It is a new platform for artists to express what we think and how we visualize the piece. It has made a significant impact on me and my creativeness, and you will see that influence in some of these pieces in the exhibit. But, I add my own personal touch and interpretation with Photoshop to each piece to give it my artistic personalisation.

– Deyanira Yalin

La Maison d’Aneli, September 2023: Deyanira Yalin

Like many, I am admittedly ambivalent about Midjourney and its growing popularity, largely as a result of the blasé attitude those behind the application have towards matters of copyright and fair use (a criticism not limited to Midjourney, to be sure).

However, like any tool, the key to something like Midjourney is how it is employed and what the user  – artist or otherwise – brings to the table for use alongside Midjourney in order to create art, rather than simply combine images from other sources to meet a descriptive requirement (which is essentially what Midjourney does). In this, Deyanira demonstrates she brings a lot to the table by way of her own artistry and talent, as the pieces offered in her exhibition at la Maison Aneli demonstrate.

La Maison d’Aneli, September 2023: Aneli Abeyante

For her exhibition Aneli takes us into a 3D world of animated prims and images. There is not a lot to say about this installation – not because it lacks for description, but rather because its geometry and form should be seen and appreciated rather than merely described

SLurl Details

At the seat of the gods in Second Life

Spark Project: Olympus, September 2023 – click any image for full size

The SPARK Project is a public region building project by Raven Frostwych (RavenStarr) which periodically offers a new location for people to visit and appreciate. Currently, Spark is presenting Olympus, Raven’s take on the the the mountain from which the most famous 12 of the gods of ancient Greece were said to have their residence (hence their collective name “Olympians”).

Within that mythology, these gods were said to live on the highest summit on the mountain –  Mytikas Peak. However, for her build, Raven offers a setting much more imaginative, tying together other elements of mythology, some from the legends of ancient Greece and one which – whilst turned into something of an ancient creature commanded by Zeus meme courtesy of 2010’s Clash of the Tians – actually has very little to do with ancient Greece or the Olympians, but which nevertheless fits this setting.

Spark Project: Olympus, September 2023

Occupying a Full region leveraging the Private region land capacity bonus, Raven’s Olympus features the home of the gods as an archipelago of lush islands held aloft, some stacked one above the other, by four huge Titans. The race of immortals who preceded the Olympians who were overthrown by Zeus and his siblings – the 3rd and 4th generation immortals – after the decade-long war of  called “the Titanomachy“, the majority of the Titans were imprisoned in the abyss of Tartarus, far below Olympus and the world following their defeat.

Here, in holding aloft Olympus, Raven’s Titans are both figuratively held below the Olympians as if in permanent servitude, whilst also echoing the fate of Atlas in having to hold aloft the heavens, except here their fate is to forever hold up the abode of the gods who have usurped them. That said, Atlas might be also be found here as well.

Spark Project: Olympus, September 2023

The landing point is located on the uppermost of these semi-floating islands, alongside an amphitheatre and the Olympian temple. The latter forms a club where events are at times held, the amphitheatre providing a place where 11 of the 12 Olympians, together with some of the lesser deities and offspring of Hera and Zeus, might watch over the celebrations, with Zeus seated in his throne. Poseidon, the 12th Olympian, sits apart, rising from a pool of water between amphitheatre and club.

The landing point includes a teleport point listing the major destinations within Olympus. This works through a Second Life Experience, so be sure to join it when touching a destination on the teleport board for the first time. However, for the fullest appreciation of the build, I strongly recommend following the paths and stairs running throughout the build and connecting all of the points of interest – including touches of Greco-Roman mythology tucked away here and there.

Spark Project: Olympus, September 2023

Descending through the lush levels will also bring visitors closer to the four huge Titans, their stone faces revealing nothing of what they might be thinking about their situation, keeping the realm of their victors and keep it clear of the waters far below.

As calm as these water might appear, even with the falls dropping freely from the gardens of the gods, they actually hides a secret – although whether awakened by a cry from Liam Neeson per the aforementioned film or not is debatable, given the Kraken is rooted in Norse mythology than it has anything to do with Zeus and his pantheon. I’ll leave it to you to work out how to get down to him; all I’ll say is despite his reputation, he doesn’t seem that unpleasant.

Spark Project: Olympus, September 2023

There is an undeniable beauty to this design that reaches well beyond its mythological foundations. It’s clear that a considerable amount of thought has gone into the overall design. For those unfamiliar with how to best appreciate the location as it is designed to be seen, the landing point includes information boards on recommended viewer settings, whilst awaiting discovery are multiple places to sit and pass the time, together with pre-placed poses for those wishing to take pictures. All of the main locations have their own points of interest and attractions, but I have to confess to finding the Sanctuary of Dionysus particularly attractive; it is – for me – beautifully relaxing.

Cleverly conceived and perfectly executed, Olympus offer a pleasing mix of exploration, photography and historical mythology – the latter of which might encourage a desire to do a little reaches by those who enjoy the setting but might not be familiar with the mythology interwoven into it.  Highly recommended for a visit.

Spark Project: Olympus, September 2023

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2023 SL SUG meetings week #39 summary

The Enchanted Library, July 2023 – blog post

The following notes were taken from the Tuesday, September 26th Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

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.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • On Tuesday, September 26th, simhosts on the SLS Main channel were restarted without any code update.
  • On Wednesday, September 27th, the RC channels will be similarly restarted without any change to the simulator version.

Viewer Updates

No updates to the official SL viewers at the start of the week, leaving the current list as:

Region Crossing Code Tests

Maestro Linden is leading work on trying to improve avatar arrival performance during regions crossings. As we all know, avatars entering a region that is busy / active with other avatars, can have an impact on simulator performance – which although not as bad as it once was thanks to an earlier tranche of this work a few years ago, is still a problem. The aim of this work is to smooth things even further, initially for the case of teleports, but later with direct / vehicle crossings.

As a part of this work, two regions have been opened on Agni – Arrival Terminal 1 and Arrival Terminal 2, each with a different configuration for handling avatar teleport arrivals. These were used through the greater part of the meeting for qualitative and comparative testing with controlled (and monitored) group teleports from regions with the current teleport protocol and directly back and forth between the two, with LL gathering up the resultant logs for review.

Following the session, Maestro indicated that further testing may take place at the next SUG testing, and the two regions may be places adjacent to one another to allow for testing physical crossing / vehicle crossings between them.

In Brief

  • Leviathan Linden is continuing to work on game controller integration with SL, but outside of having some issues in getting some buttons to recognise / be recognised by SL when using the SDL2 API.
  • Rider Linden is now in the midst of “a rather large refactor that should modernise how the simulators handle HTTP connections (both internally and with the outside world.”
  • A brief, general discussion on LSL, the Mono bytecode interpreter and its ability to potentially allow the use of other languages (e.g. C#) on top of it by having it call native functions in the selected language.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 SL viewer release summaries week #38

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, September 24th, 2023

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer,  version 6.6.13.580918, formerly the Maintenance U(pdate) RC viewer, version 6.6.14.581101, promoted August 23.
  • Release channel cohorts:
    • Inventory Extensions RC viewer, version 6.6.15.581862, September 21.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • Cool VL Viewer Stable branch updated to version 1.30.2.28 and Experimental branch updated to version 1.31.0.6 on September 24 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links