Sakura Cranes in Second Life

Sakura Cranes, December 2023 – click any image for full size

Occupying just under an eighth of a full region (which itself leverages the additional land capacity bonus available to private regions) sits Sakura Cranes, as attractive, Japanese / oriental themed setting created by Brian Ravenhurst, and which I recently visited by way of the Second Life Destination Guide. It is actually one of three parcels within the region Brian has designed, but will be the focus of this article – the other two can be reached via the raised walkway which wends its way through a part of Sakura Cranes.

The setting has – according to its About Land description – been inspired by the Takedera Temple, which I believe is a reference / alternate name for the Hôkoku-ji Temple (although the date given in the About Land description differs to that for Hôkoku-ji) – and additionally known as the Bamboo Temple, on account of its position deep within a bamboo garden. Like Hôkoku-ji, Sakura Cranes has its own bamboo feature – a curtain of tall trees which act as a curtain of green running west-to-east between the rocks and walls forming the north-south borders of the parcel.

Sakura Cranes, December 2023

South of this curtain and sitting high on the cliffs, sits an ancient pavilion guarded by two kitsune foxes as steps climb gracefully down along the instep of the long foot of rock extending northwards from the pavilion’s perch. Torii gates mark the stairway as reaches a raised wooden walkway set over mist-shrouded ground, the mist broken in several places by fingers of rock pointing to the sky. The bell towers of a shine sit either side of the walkway as it reaches another pavilion, this one set between the arms of the bamboo curtain, offering a view over a large body of water fed by dragon fountains and partially shaded by Sakura blossoms.

A second walkway winds through the bamboo trees, this one splitting so that one arm forms the connection to the neighbouring parcels, and the other to span – by way of a slightly off-centre bridge – the water and descend to the lowlands bordering the water on the far side. This northern half of the region presents a rich, calming garden. Gravel and cobble paths wind their way over the grass and down over the rocks and under the boughs of bamboo, Sakura and other trees as then pass between an assortment of buildings.

Sakura Cranes, December 2023

The garden is reached by another walkway and wooden steps descending from the bridge, a pair of open gates to one side provide access to a small market area, a further gateway providing the means to loop back along the path paralleling the fountain-fed waters, passing under the bridge as it does so.  At the far end of the this path is a shaded place in which to spend time, whilst mid-way along the path stepping-stones pass over the water to reach another place to pass the time playing a Chinese gu zheng within an open-sided pagoda rising from the rippling waters.

Mirroring the stepping stones crossing the water is a second set, these passing over the grass of the gardens to reach a teahouse where another gu zheng sits, together with the opportunity to enjoy some tea and appreciate the artist’s studio on the upper floor.

Sakura Cranes, December 2023

The tea-house is one of four structures within the low gardens, excluding the little market. Of the remaining three, one is a small shrine sitting next to the teahouse, around which a gravel path loops on its way north. The remaining two, located at the northern extreme of the setting and separated by another curtain of bamboo and a further body of water, are two rental homes. Both were available at the time of my visit, but this might not always be the case, so do please be careful about trespassing on people’s privacy. The waters between these two houses forms a home for a small boat, open to the public and offering another place to pass the time – possibly in contemplation of Buddha as he watches over the water.

Sakura Cranes, December 2023

With lanterns together with kites floating overhead, Japanese cranes dancing and nesting in or near the waters, and with enough paths winding through the landscape, Sakura Cranes offers a lot to appreciate within its comfortable, small space – and does so without ever feeling overcrowded for its size or in any way enclosed. In other words, it makes for a perfect and relaxing visit.

Recommended!

Sakura Cranes, December 2023

SLurl Details

Second Life Mobile App enters “private” Alpha testing for Premium Plus users

SL Mobile, December 2023 – screen cap via Linden Lab

Update, December 13th: – the Lab now has an official blog post on the Alpha.

Linden Lab have announced – by way of a You Tube video (at the time of writing, I’ve not seen any official blog or forum post commentary  to accompany it) – the launch of a Second Life Mobile “Private Alpha” allowing Premium Plus subscribers to sign-up for the opportunity to take the app for a test drive and provide feedback to help with development.

Narrated by – I believe – user Boston Blaisdale, the short video (just over a minute in length) introduces the features and capabilities those accepted into the alpha will be able to try. These include:

  • See your avatar & edit appearance / change outfits.
  • Explore the world via the Destination Guide, mobile showcase, teleport, deep links, TP offers.
  • Interact with the world through a limited set of movements (walk, run, fly, sit, stand) and object interactions (touch, sit) – or park your avatar and explore via flycam.
  • Socialise and stay connected (nearby chat, group chat, IM, group notices, find contacts, inspect profiles).
  • Create and log in with a new account.

The app is currently available on the following platforms:

  •  iOS (minimum: iPhone X running iOS 16.6.1).
  • Android: mid-to-high-end Android device (comparable to Google Pixel 6 or higher) running Android OS 13 or higher.

Those participating on iOS will also require the TestFlight app for testing and feedback, whilst Android users will need to provide feedback through Google Play.

Premium Plus subscribers can find out more by following this Support Page link and (I believe) submitting a support ticket. There is also a link on this page to a FAQ  on the Mobile app. It is not clear if this testing is subject to any form of NDA.

SL Mobile, December 2023 – screen cap via Linden Lab

Commenting on more general availability for the app, Linden Lab state:

It’s still early days for our mobile app. Our mobile team has been hard at work building a mobile-centred design and foundational features so that we can all enjoy Second Life anywhere we want. We’re ready to share what we’ve built so far with our most dedicated residents and we ask for your help as we continue to develop this project through this early Alpha stage, but we do not have a date for the next phase of testing or full release at this time.

Using Premium Plus members for initial feedback is an interesting choice. On the one hand, it would appear to greatly limit the potential resource pool of people willing to work on the app and give objective feedback; on the other it does allow Linden Lab to manage the size of the pool of likely applications at this point in time. Whilst some might feel snubbed at the restrictive nature of this initial Alpha, it is probably worthwhile noting that the SL Mobile app has already had input from users and will continue to do so; so will hopefully include more broad-based Alpha and Beta testing using an expanded pool of users in 2024, as LL continue to develop the app.

In the meantime, here’s the video.

2023 SL SUG meetings week #50 summary

Subcutan Art Gallery: Japanese Garden (lower area) blog post

The following notes were taken from the Tuesday, December 12th 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 meeting is embedded at the end of this summary, my thanks as always to Pantera for recording the meeting and 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.
  • 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.

Simulator Deployments

  • Tuesday, December 12th: the SLS Main channel was re-started without any simulator updates being deployed.
  • Wednesday, December 13th: the “Fall Colours” maintenance update should be expanded across all RC channels. This update includes llRezObjectWithParams, llIsFriend, but will not include the game controller updates.

Viewer Updates

On Tuesday, December 12th, the glTF PBR Materials Maintenance RC, version 7.1.1.7173980941, was issued. Among the updates / fixes included are:

  • Fix: BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Fix: BUG-234632 “[PBR] – Regression – Lossless compression normal map upload via GLTF asset is broken”.
  • Fix: BUG-234740 “[PBR] [Windows] Scaled/Offset Textures Quality Degrades at Short Distance”.
  • Improvement: “SL-20611 Haze has no effect on local lights”.
  • Update: 17 new Materials available via the Library.
  • Please refer to the release notes for the full list of fixes / updates / known issues for this release.

Other viewers in the pipe remain as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1.
    • Maintenance X RC, version 6.6.17.6935636398, issued November 21 – usability improvements.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

Game Controllers

From Leviathan Linden:

I’m trying to provide an updated viewer that allows for keyboard support: send game_control data even if you don’t have a game controller. I hope to have something available for download today, but just got the Mac version to build but it is missing some UI and I don’t know why yet.
What would be new in that game_control viewer are two things:
  1. The ability to map most avatar movement controls (e.g. push_forward, strafe_left, etc) that have keyboard bindings… to game_control axes and/or buttons.
  2. [A] small change where I negate the axis by default on the X-components of the joysticks on your controller. This to make it so that LEFT is in the positive direction [so] if you’ve already negated that channel in test scripts then you will need to remove your own negation.
What is NOT in the new viewer:
    • Remapping of controller inputs
    • Arbitrary keyboard mappings to game_control inputs — you can map the “Actions” of avatar movement/control that already have keyboard mappings… to game_control inputs.
    • Detection of odd game controller hardward — I still have a Thrustmaster HOTUS controller on order but it hasn’t arrived yet. I blame X-mas package traffic jams.

Combat Simulation

  • Rider Linden has published his outline document on improving SL’s combat capabilities, which can be found within the combat systems discussion thread on the forums, and is gaining good feedback on it.
  • This led to a general discussion on requirements / concerns over conflicts in trying to address multiple combat systems, managing Damage (and the potential for a “damage budget” / sliding scale of damage based on weaponry.
  • The new user group for combat systems should be starting up in the new year. For now, please refer to the meeting video for the general discussion, which starts around 18 minutes into the meeting and continues through until the end.

In Brief

  • Rider Linden continues to prove himself cool and hip – this week referencing Carl Reiner’s classic neo-noir mystery comedy film Dead Men Don’t Wear Plaid. At least he didn’t get in T-R-U-B-I-L for doing so.

† 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 #49

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

Updates from the week through to Sunday, December 10th, 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 7.0.1.6894459864,the glTF / PBR Materials viewer, issued November 17, promoted November 28 – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance X RC, version 7.1.1.7088410646, December 7 – usability improvements.
    • Maintenance-W RC viewer, version 7.1.1.7088402585, December 5 – bug and crash fixes.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Black Dragon updated to version 5.0.1 (PBR) on December 9 – release notes.

V1-style

  • Cool VL viewer updated to version 1.32.0.1 (Stable) (PBR) on December 9 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Bamboo’s Broken Chair at Nitroglobus in Second Life

Nitroglobus Roof Gallery, December 2023: Bamboo Barnes – Broken Chair
My idea of art is not the refraction of light, but the expression of what lies behind it. I want to create something that is inside a person, something that has a fragrance like fermented love. Therefore you rarely find anything cheerful or uplifting in most of my work, nor do I want to express such things.

Thus states Bamboo Barnes in discussing her latest exhibition – and her third at Dido Haas’ Nitroglobus Roof Gallery over the years – which opens on December 11th, 2023.

As I’ve frequently noted in these pages, Bamboo is one of the most vibrant, evocative, provocative, and emotive artists in Second Life. Her work is far removed from that of other artists who mix digital techniques with images from the physical world and those from SL, in that it it is both introspective and yet often – through the use of colour and tone – strongly assertive such that individual pieces can both reflect her inner thoughts, personal perceptions and feelings whilst at the same time speaking directly to the person viewing them in an equally personal and also entirely unique way.

Nitroglobus Roof Gallery, December 2023: Bamboo Barnes – Broken Chair

Such is the case with Broken Chair, an exhibition of 19 studies by Bamboo, supported by a series of 3D elements by the artist, some of which reflect the title of the exhibition, others of which might appear more abstract at first glance.

The images are predominantly monochrome in nature, colours – outside of red – sparingly used. Each offers its subject in Bamboo’s trademark style: a face, sometime in full, sometimes in profile, often in sharp focus, just as often not; each one looking outwards at or beyond the observer, expression and pose – even when the eyes are unseen – giving voice to the tumult of thought and feelings tumbling through the mind within the head. What these thoughts and feeling might be is up to observers to interpret for themselves, but there is more than enough within each one to resonate with each of us, and cause a sense of understanding and familiarity.

Where colour is used, it is done so in emphasis of a mood, emotion or feeling, whilst the title of the exhibition speaks to what so often lies within us all: the introspections that are so personal we cannot give voice to them; thoughts that can – whatever their origin or cause – leave us spiralling in silence, trapped without ourselves – but which also demand expression, be it through physical or mental reflection. These are thoughts which can leave us feeling less-than-whole – or broken, if you will. Yet even whilst bringing forth this sense of brokenness, such thoughts and feelings can so often also impart an inner strength or drive to overcome, to mend; a determination to learn, to overcome, to become more whole and move forward in life.

Nitroglobus Roof Gallery, December 2023: Bamboo Barnes – Broken Chair

So yes, we might so often feel broken inside, but as with a broken chair, we have the ability within ourselves to mend and heal. Perhaps not fully – even a repaired chair can so signs of the work applied to make it so – but enough to carry us forward in life. And within Broken Chair, Bamboo perhaps reminds us of that such feelings – and the drive they encourage – are both common to us all.

SLurl Details

2023 week #49: SL CCUG meeting summary: PBR status; Game Controllers

The Middle of Nowhere, November 2023 – blog post

The following notes were taken from my audio recording and chat log transcript of the Content Creators User Group (CCUG) meeting held on Thursday, December 7th, 2023.

  • 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 viewer development work.
  • As a rule, these meetings are:
    • Held in-world and chaired by Vir Linden, in accordance with the dates and times given in the the SL Public Calendar, which also includes the location for the meetings.
    • Conducted in a mix of voice and text.
    • Open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript.

Official Viewers Status

The Maintenance X RC viewer (usability improvements) updated to version 7.1.1.7088410646, on December 7.The rest of the official viewer stand as:

  • Release viewer: version 7.0.1.6894459864, the glTF / PBR Materials viewer, issued November 17, promoted November 28.
  • Release channel cohorts:
    • Maintenance-W RC viewer, version 7.1.1.7088402585, December 5 – bug and crash fixes.
    • Maintenance V(ersatility) RC viewer, version 7.1.1.7039128750, December 1 – displaying user-customized keybindings in chat.
    • Maintenance Y, version 6.6.17.6935642049, issued November 21 – My Outfits folder improvements; ability to remove entries from landmark history.
    • Emoji RC viewer, version 6.6.15.581551, August 31.
  • Project viewers:

General Notes

  • It is unclear which viewer is liable to be promoted (if any) to end-of-year de facto release status. Currently both the Maintenance V RC and the Emoji viewer are seen as possible candidates – although the latter has yet to be updated to Github Actions / merged with the PBR release viewer code base.

PBR Materials

  • Maintenance work on the initial release is well in progress.
  • This work includes updates to environmental haze, per my previous CCUG summary (e.g. making local lights and glow be subject to haze  / fog such that those further away appear dimmer / are blotted by the haze / fog, rather than poking through it; fixing BUG-234235 “[PBR] alpha blend on water is acting a bit like invisiprim” + correcting the fact that Linden Water is currently drawn twice in a rendered scene, when visible).
  • There have been some reported permissions issues with PBR / glTF, and these are being worked on.
  • A fix (courtesy of Ansariel Hiller) for BUG-234706 “[GLTF] [PBR] Performance unstable / massive performance loss compared to default release” has also been pulled into the maintenance update.
  • BUG-234728 “[PBR] Masked alpha gradient textures change with viewing angle” has been accepted by the Lab, but is proving difficult to consistently reproduce, slowing the investigation.

PBR Terrain Work

Materials applied to Second Life terrains. Credit: Linden Lab
  • Per past meeting notes, Cosmic Linden is prototyping the application of PBR materials on terrain (see this blog post for more).
  • Important notes with this work:
    • It is not terrain painting. It is the application of PBR materials – terrain painting is described as “something that’s on the radar” at LL.
    • The work does not include support for displacement maps.
    • The work is currently only viewer-side, with no corresponding server-side support, the idea here being to prototype what might be achieved and testing approaches / results.

Current Status

  • With PBR Materials now having shipped, cosmic Linden is turning her attention back to this work.
  • The first order of business she sees is to get a project viewer supporting PBR terrain made available for users to try.
  • Cosmic is also working on refining the PBR swatch / picker in the viewer’s UI.
  • There is an issue with how PBR normal appear when used within terrain which needed to be corrected.

Game Controller Support

Project Summary

  • The work is being led by Leviathan Linden, to provide game controller support at the scripting level (e.g. for handling things like vehicle movement, scripted objects etc.).
  • It is not currently related to matters of avatar locomotion / camera movement, which is covered by the Preferences → Move and View → Other Devices (/Joystick) options, and considered out-of-scope for the work at present.
  • Official documentation on the server-side support can be found on the Game Control page of the SL Wiki. Note this is based on the Simple Direct Media Layer (SDL) library for the button naming conventions, with some additional buttons added by the Lab to provide support for up to 32 buttons, rather than the 21 offered by SDL.
  • At the time of writing, the Gingerbread maintenance branch with the prototype Game_Control feature is available on Aditi (the Beta grid) on the following regions: Aegis Island, Blake Sea – Turnbuckle, Cloud Sandbox 1, Cloud Sandbox 2, Firestorm Aerodrome, Gothlauth, Hona Lee Puff, Jigglypuff, Laefeon, LR151, LR 152, Mauve, Moonberry, Morris, SG2, and Smithereens.
  • The current methodology for the Game_Control event is for whatever button is pressed on a games controller, an overall state is sent to the viewer, comprising:
    • The number of buttons available, presented in bitmask form to any controlling script.
    • A range of six axes in the range -1 to 1, given as floats), which the event then presents to an LSL script, which can then parse them.
    • The Game_Event function then passes this information to a controlling LSL script for parsing.
    • Notes:
      • The above points should not be considered tablets-of-stone, Leviathan is open to taking feedback from vehicle builders, etc., – such as including things like mouse input within the axes data.
      • Event_Control does not include a means for handling force feedback in its current form, but something like this might be added in a future iteration.
  • Note that discussions on the project are also held within the Simulator User Group meetings (summaries here).

Current Status

  • Consideration is being given to the fact that when the data on a games controller is sent to a script, it will have to be sent in sequence – so does this mean the inputs received by the Game_Control event should be given more meaningful names prior to being parsed by an LSL script?
  • Also, what does the LSL script need to know? Is it what button is being pressed or what action is being performed? Three lines of thought emerged in discussions:
    • One for keeping button options as “standardised” as possible, rather than allowing actions to be arbitrarily mapping to buttons (with the result that every creator using the capability will do so differently), possibly backed-up with a “best practices guide”. A concern with this approach was that it would require a degree of proscription (“button x can do  this, this or this” – which do you require?”), which might not meet all use-cases.
    • Allowing for a more arbitrary button / action assignment, sending the button names as bindable options to the viewer, and providing users with a UI element (accessed via an on-screen button) so they can freely map buttons to vehicle / object actions based on personal preference.
    • Something of a half-way house: providing a “standard” set of buttons that can be used by a controller, then providing a scripted means  / UI option to map vehicle / object actions to that set of buttons.
  • A further suggestion was made to have a core “glossary” of typical game controller inputs / actions (e.g. up, down, strafe left, strafe right, etc), but have the ability for script to identify the actions they require in controlling a vehicle / object, and allow the creator (/user, if a UI options for re-binding is provided), to map additional options to buttons /re-map preferences.
  • Discussions around these ideas set to continue.

In Brief

  • Not purely Content Creation related, but a Jira (BUG-234653 – “Feature Request: Invisible / Utility Login”) has been submitted requesting the ability for users to be able to completely hide their on-line status prior to logging-in. This is being considered for implementation.
  • The question of the status of the Puppetry Project was again raised. In short:
    • The overall project remains on “hold” for a variety of reasons (including both complexities and also limitations within SL which require separate addressing).
    • Some of the work originally sitting within the Puppetry banner – such as animation import – is either being considered as a separate project, or being folded into other work – such as glTF scene import (which encompasses items such a node hierarchies which are required for IK systems etc.).
    • This lead to a broader discussion of the potential with glTF (perhaps best left until the project relating to scene import becomes more public) and a history of the Puppetry Project, mush of which is summarised in my Puppetry Project meeting summaries).

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.