A visit to Oyasumi in Second Life

Oyasumi, September 2025 – click any image for full size

In July 2024, I visited Ai-mura, a Japanese-themed sky platform designed by ラパ (Rapa Tone), and occupying roughly a quarter of a Full region in area. At the time, I found the setting engaging and photogenic (see Ai-Mura – a Love Project in Second Life), although it has since closed.

More recently, towards the end of August 2025, I received an invitation from Grayson Ducrot to visit Oyasumi, Rapa’s latest design which, like Ai-mura, is operated under Rapa’s melodic.one Group. Now, to be honest, I had planned to visit Oyasumi a lot sooner after receiving Grayson’s invitation than this; but things being what they’ve been, it took a little longer to get to it than I’d hoped – so my apologies to Grayson and to Rapa for this.

Oyasumi, September 2025

As with Ai-mura, Oyasumi occupies a Full region using the Land Capacity bonus for such regions. However, unlike Ai Mura, Oyasumi occupies the entire ground level area of the region on which it sits. This has allowed Rapa to expand on the design I first witnessed at Ai-mura, folding into it  a couple of small islands to the east of the region, one of which had restricted access and so I treated as off-limits to exploration.

The second of these islands didn’t have an obvious statement of privacy as restricted access, but did appear to be intentionally separated from the rest of the region’s primary land mass by a rocky curtain with no obvious means of navigation to it. As such, rather than risk trespassing on a private area, I kept clear of it.

Oyasumi, September 2025

It is also on the east side of main landmass that the setting’s Landing Point resides, right alongside a little tramway and its terminus platform. This gives the setting a feeling that one has just arrived on one of the trams, which is itself the first of several carry-overs from Ai-mura I found added a further level of attractiveness to Oyasumi.

Another such carry-over lay further south, but still on the eastern side of the region, where coastal decks and a pontoon of buildings and boat moorings, is home to a community of Maru Kado cats by u10 nitta (shiro0822), some of whom had also featured at Ai-mura within their own little village.

Oyasumi, September 2025

The presence of the trams and track, together with the cats and the general ruggedness within Oyasumi mark it clearly as Ai-mura’s spiritual descendant – but this is not to say it is merely an expanded copy; this is a place with a character all its own and its own beauty waiting to be discovered.

An example of this can be found towards the middle of the west side of the main landmass. Here, fed by a broad waterfall, is a pool of water forming an oval open-air osen.

Oyasumi, September 2025

This is actually one of the setting’s two music venues – Rapa herself being a Second Life DJ. It’s a genuinely delightful setting, the DJ stand sitting below the waterfalls, cushions set out atop the basalt columns scattered around the water’s edge for people listening to the music (or watch the local capybara!). A viewing platform on the far side of the water  offers a little hideaway, whilst the bridge passing over the water offers further sitting suspended (or floating!) below it.

The bridge is part of a footpath leading around the land from the Landing point. Illuminated by chochin lanterns, this offers the best way to discover all of the setting’s secrets and points of interests as it winds its way past little shops, and a café, climbing and descending stone steps to pass around the setting’s other live event space in a wide meadow, and from there on down to the broad wooden bridge.

Oyasumi, September 2025

Across the bridge, the path continues on past a little bath-house and shrine before offering steps up to another, larger shrine and passage across a small field to the little neko setting mentioned above.

All of this is set within a lush landscape of trees, water features, places to sit, and lots of little touches which collectively add depth to the setting throughout. Some of the latter – like the small-town supermarket – might be a little unexpected in such a largely rural setting, but it doesn’t look in any way out-of-place.

Oyasumi, September 2025

In all, a rich and photogenic location, a place music lovers and explorers alike cannot help but appreciate; my thanks to Grayson for the suggestion to visit.

SLurl Details

Exploring PBR with Rob Fossett in Second Life

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

September 2025 sees a rather novel and interesting exhibition of art at Carelyna’s ArtCare Gallery. Entitled Exploring PBR with Rob Fossett, it is perhaps best described as experiments in various art forms utilising PBR materials.

Of course, PBR is (now) hardly a new component in SL (although it still appears to be controversial for some), and has a lot of practical applications in adding depth and texturing to SL environments, just as the older Blinn-Phong materials can as well. However, whilst commonplace in surfaces using in building, landscaping, and so on – and even 3D art such as a sculptures; its use in 2D art has been somewhat limited, tending to be reserved for very specialised installations.

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

Within Exploring PBR…, Rob seeks to change this by offering a range of pieces focused on special and common art styles: bas-relief panels, stained glass, alcohol ink drawings and fractal art (something bound to attract me!), with some touching on impressionism.

The results, presented within a PBR-enabled exhibition space, is an engaging collection of images, arranged by style (so bas-relief is separate from stain glass, etc.). The Landing Point located within the bas-relief section, which is perhaps the most visually engaging of the various sections, given the way PBR really adds a 3-dimensional, tactile depth to each piece.

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

Each classification of art is offered for free via touch boxes found throughout the exhibition space, with a request that anyone taking one or more of the boxes please offer a donation to ArtCare Gallery via the associated donation tip jar located in one corner of the exhibition space.

Should you take any of the boxes, do please remember they are experiments in PBR materials and are not actual prim-based art pieces. Don’t try to drag one out inventory after unpacking in order to  view an “image” – if you do, there is a good chance you’re going to end up applying the material to any editable surface you might drag it on to. Instead, to view a specific item, rez a prim and then apply the desired PBR material to it via the edit / build floater, then size the prim accordingly. Also note that being PBR, the surfaces, once applied, will respond to the local lighting (the examples in the exhibition utilise strategically-linked point light sources).

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

I’m not going to comment on this exhibition in terms of individual “pieces”, suffice it to say that all of the materials offer engaging expression of art and are attractive enough for applying to your own prims (as noted above) and then displayed as art in your own SL home / personal space, again potentially with a dedicated light source. Instead, I’m simply going to suggest that if this piece and the images within it pique your interest, do go take a look for yourself.

SLurl Details

The Grauland Cluster in Second Life

The Grauland Cluster, September 2025 – click any image for full size
In the year 2097 an unmanned deep space probe sends startling new photos back to NASA. In them a giant inscribed monolith amidst an asteroid cluster is recorded. Years later a base is established to study this discovery. And learn what it means.

– The Grauland Cluster About Land description

For anyone with a love of good science fiction, the above description is likely going to spark thoughts of Stanley Kubrick’s “perennial good science fiction movie”, 2001: A Space Odyssey, simply because of the reference to a mysterious monolith found in space. Certainly, it was enough to pique my interest on arriving to see JimGarand’s latest Grauland build, The Grauland Cluster.

The Grauland Cluster, September 2025

A further 2001 bell might be rung when looking outside the Landing Point: the setting is that of a large crater, one which might bring to mind thoughts of the Moon’s Tycho crater and Dr. Heywood Floyd’s visit. However, this crater appears to be on an asteroid, and the monolith in question is anything but black and featureless (or buried on the Moon / in orbit around Jupiter (or Saturn, if you prefer Arthur C. Clarke’s equally excellent novel of the story)).

Nor should anyone consider from the above that Jim’s latest build is purely a riff on Kubrick’s film (or Clarke’s novel) – it’s not. What we do have is an engaging future setting into which much has been woven, with a focus on a massive facility within the asteroid base – as per the description above.

The Grauland Cluster, September 2025

Reached via the teleport disk within the crater facility, this asteroid station is impressive. Built using elements from the excellent sci-fi range of kits and build elements by Beth Delaunay (Isilmeriel) – and which are doubtless familiar to many with an interest in science fiction in SL – together with elements from ‘frit (Ifrit Skytower) and scratch-built / kitbashed sections.

Attached to a number of small asteroids (which themselves have been hollowed out, making them interesting points for exploration), the base is extensive with multiple docking facilities, including one for large freighters.

The Grauland Cluster, September 2025

The base is obviously intended for long-term occupancy by a potentially large crew (at least going on the cafeteria / canteen / mess hall), with a large gym and multiple recreation facilities available. The layout suggests that it incorporates artificial gravity and is equipped for self-defence – although from what is up to the imagination.

The monolith is free-floating outside of the station, a roadway / walkway running out to it from two of the station’s airlocks. Glowing symbols and geometric forms hover just above its hewn surface, although what they mean is again up to the imagination. Again, as a totally random thought, I looked at it as perhaps some form of Voyager-style interstellar message – or perhaps a Rosetta Stone in waiting, if you will.

The Grauland Cluster, September 2025

Other little touches I liked within the setting include the current time frame NASA-esque EVA and the novel (given the distance between the Sun and the asteroid belt) use of solar panels. Both of these give the setting a little bit of an anachronistic twist when compared to things like the futuristic space vehicles, the apparent presence of artificial gravity of some form and the advanced hydroponics facilities.

These juxtapositions cleverly avoid pinning the setting down to any particular time frame outside of the About Land description, but the presence of current technology (including in the gym and recreation areas) helps cement the station in the imagination as a human construct. I particularly liked the images being cycled on the large screens of the command centre, one of which appears to be a take on a vessel using the (in)famous Alcubierre drive. I don’t know if this was intentionally selected – but for me, it added another little cause to smile.

The Grauland Cluster, September 2025

Because so much is left open within the setting, it naturally lends itself to casual RP for those so-minded; perhaps even something on the sinister side, given the aforementioned external gun mounts and the “big Brother” array of screens within the command centre which appears to be keeping an eye on everything within the station…

But even without any notions of RP, The Grauland Cluster is – as with all of Jim’s builds – visually impressive and very photogenic. In all a delightfully crafted and presented build.

The Grauland Cluster, September 2025

SLurl Details

2025 week #38: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, September 18th, 2025. Please note that this is not a full transcript, but a summary of key topics.
Table of Contents

Meeting Purpose

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

Official Viewer Status

  • Default viewer 2025.06 7.2.1.17108480561 – August 29.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13.

Viewer 2025.07

  • This is now in QA and making its way towards release candidate status (or “beta” as RC viewers seem to now be referenced).
  • The added native Apple Silicon support is said to deliver “pretty impressive” performance improvements for those running on that OS.
    • A caveat here is that for this release only, it may not be possible to upload meshes on Apple Silicon. This is due to some Havok issues and “some licensing limitations”.
    • These issues will likely be resolved when the open source replacement for Havok for convex hull decomposition is integrated into the viewer. This update is anticipated as being available in the upcoming 2025.08 viewer.
    • The above limitation is only for Apple Silicon, it should not apply to Windows or Mac systems running x86 chipsets.
  • For other updates likely to be included in this release, please refer to my summary of the previous CCUG meeting.

Viewers 2025.08 and 2025.09

  • These are liable to be the last two viewer updates from the Lab for 2025, and both are in the planning stage.
  • Updates under consideration for either of them include potential updates to screen space reflections (SSR), building on work carried out earlier in 2025 but which have yet to reach the viewer.
  • However, precise details as to what will be in either  / both viewers is still subject to internal discussions and decisions within the Lab.

General Discussion – In Brief

  • Mesh import support – general direction:
    • COLLADA.DAE support will always remain and be available, even if only for legacy content that may never be updated to glTF.
    • .gltf /.glb is now an officially supported mesh format or both static and rigged mesh, but with some limitations (e.g. no blend shapes) – with a request that an bugs that may be discovered are reported.
    • It is acknowledged that currently, importing .gltf meshes is a two step process ( .gltf materials and the .gltf mesh) which have to be imported separately to one another.
    • There have been discussion on supporting other mesh formats – but these are only discussions at this point in time, with absolutely no guarantee or time frame that/when other formats will be supported, as the work would require further and extensive modification to the mesh import workflow and internal SL mesh support.
  • A request was made for Inventory Thumbnails to support aspect ratios other than just 1:1, or to include a means for images to be cropped within the viewer post-upload.
    • This came hand-in-hand with a reference to Unpacker scripts; Assign image thumbnail UUID to an unpacked folder – which is currently being tracked, but has no specific implementation time frame.
    • Making changes to the the image aspect ratio for Inventory thumbnails was seen as “unlikely” in the near-term, but it was suggested the idea be raised at the next Open Source User Group meeting to see if a code contribution might be made.
  • A general discussion on the new Inventory Favourites capability in the official viewer, including comparisons with using the Favourite Wearables option seen in some TPVs.
    • Whilst the latter is not necessarily as flexible in its use as the Lab’s implementation, it was seen as scoring over the latter due to a) having a dedicated floater; and b) having that floater accessible from a toolbar button.
  • A request was made for some form of Inventory “cold storage”, where items can be archived without having to be boxed, and which is excluded from Inventory searches.
    • It was suggested that the easiest way to solve for this would be to a system folder to Inventory which is pre-set so that anything placed within it does not show up during searches.
    • Another suggestion was to strengthen Inventory filters to allow certain exclusions or to allow filtering by new inventory capabilities (e.g. to directly filter for all folders / items tagged as a Favourite).
    • The above could be combined with some UX redesign to better surface filters and make their functionality clearer, and potentially allowing filters to be set as easy-to-access inventory presets to quickly allow different views of a person’s Inventory to be accessed.
    • This broader discussion on inventory wound through a good portion of the meeting in terms of comments from users.
  • The subject of allowing region-wide reflection probes was raised – and was responded to as unlikely to happen, with a not that regions already have a “void probe” which – whilst primitive in nature – already does much of what a region-wide probe would do, using some of the data from the region. This can be visualised by going to Preferences → Graphics, locating Max Reflection Probes and setting it to None.
  • A question was asked as to whether LL staff and contractor work full-time on their specific areas, or if some work shorter hours / get moved around projects, thus limiting the amount of time they can spend working on certain things, leading to a lengthening of time frames, etc.
    • The broad response was that the (approx. 30-strong) dev staff work a standard working week, and some do get moved between projects, depending on priorities.
    • Further, planning, complexity and prioritisation do play a role in determining what gets worked on and how resources are used, all in accordance with management, etc., focus on platform direction and development.
    • Also, given the overall complexity and age of SL, the need for backward compatibility, etc., a large amount of effort has to go into simply “keeping the lights on” (to use Philip Rosedale’s term), and this also impacts available resources and determining what projects and taken up and worked on at any given time.
  • A general discussion on versioned sky assets, weather, the old 768-metre system clouds, etc. In terms of versioning EEP assets, this is something still under discussion at the Lab, but is not something currently being targeted for implementation.

Next Meeting

Visiting Second Norway’s Bryggen in Second Life

Bryggen, Second Norway, September 2025 – click any image for full size

It’s no secret that I have an island home within Second Norway; I’ve written about the estate on numerous occasions in these pages, both pre- and post my move to it. Some of these posts covered the estate’s near-closure and subsequent recovery while others have highlighted some of the public spaces to be found within Second Norway. It is in reference to the second category of Second Norway that this little piece belongs.

At the end of August 2025, I received a message from Gian (GiaArt Clip), a region designer whose work I’ve also covered on multiple occasions in these pages, informing me about their latest project – the overhauling of what might be regarded as the “gateway” to Second Norway when approaching it along the water corridor from Blake Sea: Bryggen.

Bryggen, Second Norway, September 2025

The region is named for the eastern side of Vågen harbour in Bergen, Norway, once part of the centre for Hanseatic League commercial activities in that country (Bryggen meaning “the dock”, and also being known as Tyskebryggen – “the German dock”). It is particularly famous for its  Hanseatic heritage commercial buildings, marking it as a natural tourist attraction as well as being a listed UNESCO World Heritage Site since 1979. In respect of this, Bryggen in Second Life has long offered a reproduction of those famous houses on its waterfront.

Under Gian’s reworking of the region, reproductions of these famous building have been retained. They straddle a waterway running west-to-east through the region, those on the north side of this waterway forming a double row of properties, most (all?) of which appear available for rent, the gay colours of the front row lining a pedestrian waterfront much like those so often photographed in the real Bryggen also do so).

Bryggen, Second Norway, September 2025

The units on the southern side of the waterway are a little more constrained in terms of space, being partnered with a part of Second Norway’s road system – notably the local bus station / terminus, which sits behind the local working docks and Get the Freight Out hub and fish market. Movement between these two waterfront areas is facilitated by the broad pedestrian / road/rail bridge spanning the waterway. All of the brightly-painted Hanseatic style units are occupied by local businesses, adding more colour and life to the setting.

As well as the Hanseatic buildings, Bryggen in Second Norway was also home to a distinctive stave church. At one time in Bryggen’s history, this stood on a rugged headland overlooking the main channel leading into the estate from Blake Sea. With Gian’s remodelling, the church has been retained, but it has been relocated into an expanded recreation of a Viking settlement.

Bryggen, Second Norway, September 2025

The village is located on a rocky plateau in the south-east quadrant of the region. Here it overlooks the southern precinct of Hanseatic commercial buildings. Cut through by a road tunnel, the plateau for the village sits at the same elevation as a large neighbouring commercial / business district in the north-east side of the region. However, the two are separated by a narrow gorge – home to the Bryggen central rail station – which appears to leave the village isolated on its plateau.

Solving the mystery of accessing the village is a matter of taking the footbridge over the rail station from the bus terminus (itself alongside the landing point), then following the cobbled footpath along the edge of the gorge towards the local courthouse. Here visitors will find a sign directing them down to a grassy path leading to the main entrance to the village.

Bryggen, Second Norway, September 2025

The business district itself is home to a range of properties, including the courthouse mentioned above, the local hotel and pub and the local nightclub – Club 25, which will be (at the time of writing) hosting DJ Noir from 00:00 SLT on September 19th, 2025.

It should be noted that there are a couple of private residences within the setting – notably in the north-west corner, on the far side of the bridge relative to the double rows of Hanseatic units on that side of the waterway, and also on the raised headland sitting above the Viking village. Other than these, I think the rest of Bryggen is open to exploration, and has plenty of detail and touches in order to make it an interesting and attractive backdrop for photography.

Bryggen, Second Norway, September 2025

Overall, this reworking of Bryggen brings a real sense of life to the region and offers an engaging visit. My thanks to Gian for the invitation to drop in and explore, and my apologies for taking a little time to get to the point of writing it up.

SLurl Details

2025 week #38: SUG meeting summary

Vox Populi, July 2025 – blog post

The following notes were taken from the Tuesday, September 16th, 2025 Simulator User Group (SUG) meeting. 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 and the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing 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 is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • On Tuesday, 16th, September, 2025, the SLS Main channel was restarted without any updates
  • On Wednesday, September 17th:
    • The majority of simulators on the RC channels will be restarted.
    • There may be a deployment to the BlueSteel RC channel (2025.08 Huckleberry – which subsumes 2025.07 – Grape Juice). This includes some land sale functionality and llSetParcelForSale(). However, this is disabled at the moment, as there is no way to grant the required permission without a viewer update.
    • However, the Huckleberry deployment is subject to a couple of last minute bugs, the fixes for which will have to clear QA in order for it to go ahead.

SLua Updates

  • Harold Linden is currently focused on:
    • Fixing the SLua memory limit accounting logic (not increasing / decreasing limits, just making it more accurate). Essentially only memory that’s currently reachable by your script is counted against your limit so the garbage collector isn’t really a factor at all. The garbage collector can actually release the memory whenever it wants because stuff it hasn’t gotten around to yet isn’t counted against you.
    • Implementing the event API (see [RFC] SLua event handling proposal #3 for details). He noted he’d to get that and the 1-indexed API changes for the `ll.` functions as well as the Boolean conversion stuff all done at the same time so “we only break APIs once :)”.
    • He further noted that he’d like to have the ability to embed LSL functions in SLua, “but that’s a bit far out”.
  • The SLua project is close to a public beta – possibly opening in mid-October, although this is still tentative at this point, and that LL will “figure out opt-ins for the beta once we have things relatively stable on the first few regions”.
  • SLua have native switch cases, since there’s no support for it in Luau.
  • A reminder that user Suzanna (SuzannaLinn) has written a LSL to SLua transpiler.

In Brief

  • Rider Linden continues to work on an official native VSCode plugin for LSL and SLua.
    • He “has the basics in” and he plans on supporting most of the FS preprocessor commands.
    • The initial release will be Lua only but that’s only so it can be released in a reasonable amount of time.
    • He is “up in the air about” `switch` for LSL, but indicates that when he opens the repo, he’ll be happy to take that as a contribution.
    • He further noted he will have to do some juggling for `require` though, describing it as “basically #include but wrapped in an anonymous function call”.
  • Leviathan Linden is “mostly done” with making sure the webRTC voice router automatically submits crash reports should it fall over. He’s currently working on the simulator bugs noted above.
  • Monty Linden has had a side project investigating viewer disconnects (e.g. goes to black and white on disconnect). He describes this as “finding known and new things”, with one of the “new things” (specific to the EventQueueGet capability) is here: https://github.com/secondlife/viewer/issues/4685 .
    • He also noted that his current “main” project is some work for the mobile group around chat.
  • A further discussion on memory accounting and garbage collection, both in general and WRT SLua, broadening into a discussion on scripting and coding – please refer to the video for details.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 23rd, 2025.
  • Formal SUG meeting: Tuesday, September 30th, 2025.

† 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.