The PALM: art and minimalism in Second Life

The PALM, August 2026 – click any image for full size

The start of the week saw an invitation arrive from Nomore (Manoji Yachvili) to visit her homestead region and latest art exhibition, Cellophane.

Whilst I was unable to make the opening due to pressures elsewhere, I was extremely pleased and surprised to receive it; earlier in 2026 Nomore had closed her Homestead region to public access, and had also offered what looked like being a final exhibition of her art, hosted by Dido Haas at Nitroglobus Roof Gallery (see: Of Inventory, art and the artist in Second Life). I was therefore keen to hop along and see both the region and the exhibition.

The PALM, August 2026

I’ve covered past iterations of Fading Shadows numerous times in this blog, and have always enjoyed how Nomore has blended natural setting, architecture and art to create a flowing sense of space and environment.

This is very much in evidence with this iteration for mid- 2026. Entitled The PALM, it presents a minimalist, windswept coastal area of sand and dunes into which the rolling tide has sculpted inlets and bays, and the slopes of the dunes and hills have been smoothed and rounded by the passage of the wind.

The PALM, August 2026

There is a sense of age to the setting, both in the way the sands have been so shaped, and in the fact that that an old stone watchtower guards one corner of the setting, the wreck of sailing ship caught on the shoals below it, guarded by an orca.

Across the region, to the north-east, the land becomes rockier, the sands rising to cleave to a table of rock on which sits Nomore’s private home, and the only part of the region off-limits to visitors.

The PALM, August 2026

These are not the only structures present within the region; Nomore has a captivating means of incorporating various architectural styles into her region designs which both perfectly fit the aesthetic and which can serve as a home to her art exhibitions. The PALM is no exception.

Scattered across the landscape are four modern building designs, each home to a themed exhibition of Nomore’s Second Life and physical world art. As with many of her past region designs, these have been blended into the setting through the use of texturing and materials – something perhaps most apparent here within the cliff house gallery on the north side of the setting.

The PALM, August 2026

Cellophane, Nomore’s latest exhibition is housed with Cory Edo’s Jura Cottage, a building I’ve oft considered playing with myself (still might!), which here again Nomore has superbly blended into the setting through careful retexturing of the base and some of the outer walls

The exhibition is – like many for Nomore – something of a reflection of personal feelings and outlook and accessible commentary designed to prod us into thinking about life and the planet around us. For me, this always makes Nomore’s exhibitions especially attractive; they are both visually and mentally engaging and multi-layered.

The PALM, August 2026

Cellophane offers food for thought on modern society and its outlook on a range of matters from global warming through to questioning the purpose of art, whilst gently reminding us that we are all stewards of this planet, and we all have a responsibility for actively caring for it.

In this the use of cellophane / plastic particularly layered; its convenience makes it both ideal for simple preservation, whilst at the same time it is one of the most ecologically damaging materials we can use and which we often so carelessly dispose. It is also a perfect metaphor for our willingness to be inactive participants (if you will) in expressing concern for the directions the world around us seems to be taking.

The PALM, August 2026

These thoughts and ideas have helped shape The PALM as a whole; reading the artist’s reflection on the exhibition sheds light on the nature of the region’s form and the idea of slow erosion. Thus landscape and art further come together.

In this, there is perhaps a wider contrast hidden without the quiet beauty of the region; particularly in the contrast between the flotsam and jetsam of human vacationing scattered over the sands and the quiet reminders of the beauty of life in all its forms in our oceans, and which can be glimpsed as we explore the landscape.

The PALM, August 2026

Which is not to say the PALM is all about Deep Thinking. Its minimalist beauty is captivating and photogenic; there are multiple places to sit and simply chat or enjoy the passing time; there are opportunities for padding out on the waters via little boats or have a little fun on a springboard.

Nor is the art within the region confined to the gallery spaces or even the ground. Elements of art have been carefully folded into the setting in the form of sculptures, whilst an active Experience operating within the region can be used to hop between the ground-level galleries and those up in the air over the region, which house Nomore’s personal collections of art.

The PALM, August 2026

In short, there are multiple reasons for visiting The PALM – and I very much hope that after reading this, you will hop over and see for yourself. My thanks to Nomore for the invitation, and apologies for no making the opening event!

Slurl Details

  • The PALM (Fading shadows, rated Moderate)

2026 week #33: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 11, 2026 Simulator User Group (SUG) off-week meeting (the “Leviathan Office Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting. No video this week, as Pantera is on vacation.

Meeting Overview

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

Simulator News

  • As noted in my week #32 Simulator User Group meeting notes, the hot fix for some regions failing to grant capabilities correctly to the viewer (and thus crashing it) resulted in issues of its own, and so was rolled-back in week #32.
  • This means that while the more recent issues have been reverted, the original capabilities failure issue is again active, and people may find themselves being disconnected from regions and the viewer crashing.
  • Until a new fix for this issue can be deployed, if you are impacted by the viewer crash / disconnect issue  and wish to log back into the same region, the advice is to wait a minute or two before attempting a log-in, as this may help.

Game_Control

  • There is unlikely to be much new for game_control during week #33, as Leviathan is the simulator on-call engineer, so dealing with general issues are his focus.
  • Leviathan noted that whilst game_control does allow an avatar to walk / run, depending on how much the control stick is tilted, however, it doesn’t (yet) have analogue directional input.
  • As has been previously noted, PromptFont is being used for the game_control preferences UI.
    • However, as Leviathan has modified a number of the PromptFont glyphs, the work falls outside the license for use under the name “PromptFont”. As a result, LL will need to provide an attribution (and payment) to PromptFont, as will need a name for the viewer implementation.
    • “PunctualFont” was suggested to reflect the improvements Leviathan’s improvements; but this (or something else, and several other suggestions then followed) has yet to be officially agreed upon.
  • In the meantime there is potentially more font work to be done with game_control.

Region Crossings

  • Pepper Linden is continuing to work on region crossings using Aditi (the Beta grid), apparently with a focus on double region crossings (stated by a user at the meeting, as Pepper was not actually available).
  • Leviathan noted that Pepper is working to make incremental improvements to region crossing, but their work is not, as yet, ready for merging into upcoming Main grid simulator code.

Lua Update

  • A surprising crash which appeared to be related to Lua and the Interest List was identified, but investigation revealed the issue probably the result of data corruption from a recently fixed Lua bug (the binary that crashed predated the Lua fix).
  • As a result of this, the Lua team are checking through Lua crashes to see if there are other issues lurking as a result of recent fixes.

In Brief

  • Leviathan noted that a side-impact of his work to optimise script runtimes has resulted in Temp attaching above script danger height now causes scripts to not run, which is under investigation.
  • Due to being on-call, Leviathan hasn’t had time to look at the llGetMapRegionTile(), face-count-mismatch bug, as he had hoped he would be able to.
  • However, as the on-call engineer, he has been directly involved in fixing potential exploits and griefing vectors, one of which is related to the use of a crasher within the Blake Sea regions and around some sandboxes.
  • There was a discussion about the UDP message template in the viewer potentially missing some messages sent by the simulator resulting in problems. This came as a surprise to Leviathan, and the issues has yet to b confirmed.

Meetings

  • Formal SUG meeting: Tuesday, August 18, 2026.
  • Leviathan Linden: Tuesday, August 25, 2026.