The lost city of Ravenport in Second Life

Ravenport Reclaimed, February 2022 – click any image for full size

Ravenport Reclaimed occupies half of a Full region with the additional private island Land Impact bonus. Designed by Raven Banrion (RavenStarr), it presents a city in decay, a place overcome by time and falling into collapse and nature reclaims it.

Post-apocalyptic region designs are not exactly uncommon in Second Life – I’ve covered more than a few in these pages – but Ravenport offers something that is just a little bit different. Exactly where it might be or what happened goes unmentioned; instead, it is left to the imaginations of those who visit to reach a conclusion as to what may have happened; all we are told is that it is a place that is “wiped out of human life”.

Ravenport Reclaimed, February 2022

These are words that can be interpreted a number of ways, from humans having been somehow eliminated from the city as a result of physical elimination in some way, through to the inhabitants having been forced to flee the city due to natural or other disaster. But whatever the cause, it is clear that human life departed the setting in a hurry and has been gone a while: Broken buildings and roads are well on the way to being lost amidst the returning greenery, vehicles have long since become rusting hulks and the harbour has been deserted for so long that the waters there are choked by vegetation, one of the remaining vessels within it listing to the point where it is no longer seaworthy, and another other fast becoming a home to vines and greenery and a home for waterfowl.

Greetings, survivor. If you are receiving this message, all human life in Ravenport is gone….

– The greeting given to visitors arriving at Ravenport

Ravenport Reclaimed, February 2022

The waterfowl are not the only wildlife to be found within the setting; while humans may appear to have deserted Ravenport, animals have not. They roam almost every street and road, their mix suggesting that they may have all once been gathered within a local zoo:  elephant and rhino from Africa mix with North American jaguar and black bear, while Australian kangaroo can also be found and seals occupy the docks, keeping away from the sharks in the water.

As deer, raccoon, squirrel and even turkey can also be found, together with the styling of the vehicles, there is a hint this might be a place somewhere in the North Americas – but again, I’ll leave that up to you to decide.

However, the animals are not alone in the city. Despite the landing point greeting not everyone has completely deserted Ravenport. Within the ruins of the city’s theatre lie signs that humans still gather on occasion and an attempt has been made to supply electrical power for a DJ’s deck and lighting – so someone appears to be prepared to party on from time to time. Outside of the theatre sits what might at first seem to be a hint as to what might have befallen the city to cause its desertion.

This comes in the form of a Fat Man nuclear bomb that has partially cratered itself directly outside the front of the theatre – although the fact it has not detonated indicates it is not itself responsible for the city’s condition. Nor, given the healthy presence of the wildlife and greenery, would it seem that a nuclear disaster has been directly responsible for the situation; so perhaps the “bomb” is merely an artistic statement.

Those exploring the city will find other possible explanations for the city being left to its own decay. The fence outside of one of the buildings, for example, has a biohazard warning hanging from it. Inside another building sits a figure in a hazmat, a bleak warning painted on the wall over it. These and other elements both add to the mystery of Ravenport and allow visitors add to their own stories around what may have happened here.

Ravenport Reclaimed, February 2022

Rich in detail and finished with a soundscape that reflects the wildlife that wait the cameras of photographers, Ravenport Reclaimed makes of an engaging photo-rich visit. My thanks to Shawn for the landmark.

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2022 CCUG and TPVD meetings week #5 summary

Carrowmore, January 2022 – blog post

The following notes were taken from:

  • My audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, February 3rd 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and meeting dates can be obtained from the SL Public Calendar.
  • My audio recording and the Video recording by Pantera (embedded at the end of this piece) from the Third-Party Viewer Developer (TPVD) meeting on Friday, February 4th, 2022.

So this document forms a summary of the key topics discussed, and in the case of the TPVD meeting, timestamps to the relevant point of the video are included.

Available Viewers

[Video: 0:19-0:52 + notes from CCUG]

This list reflects the currently available official Second Life viewers.

  • Release viewer: version version 6.5.2.567427 – Mac Voice hotfix viewer, January 13 – 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 RC viewer, version 6.5.3.567451, issued on January 20th, combining the Jenever and Koaliang Maintenance viewers.
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
  • Project viewers:
    • Performance Improvements project viewer version 6.6.0.567604, dated January 24.
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • The Maintenance J&K RC viewer is likely the next viewer to gain promotion as the de facto release viewer.
  • The Performance Improvements viewer is close to being ready for promotion to RC status, and is just pending some remaining bug fixes.
    • This viewer did have changes to alpha sorting for rigged attachment, but following reports of content breakage as a result of this change, which was more a technical change than a performance enhancement, it has now been reverted to expected alpha sorting behaviour to avoid the breakage issue. Instead, possible alternative approaches will be looked at in the future.
    • A future version of this viewer is to include a new UI element intended to help make adjustments to some of the high-impact graphics settings to help improve frame rates,
  • LL is also completing work to switch the viewer over to using Python 3.

Viewer Multi-Factor Authentication Support – TPVD

[Video: 0:53-23:00]

Background

  • In September 2021, Linden Lab introduced multi-factor authentication (MFA) utilising either a QA code + mobile device or a key number, for those pages of the SL website that provide access to users’ account information (see: Second Life Multi-Factor Authentication: the what and how, September 2021).
  • When introduced, it was indicated that over time, the use of MFA would be expanded and improved, and would eventually include the viewer as well.
  • Brad Linden is now working on implementing MFA for the viewer.

What This Means

  • The work has reached a point where LL is close to having a viewer with MFA support ready for initial testing (as defined by  see: SL Wiki: Login MFA), together with updates to the back-end log-in service to support it.
  • Viewer MFA will be based on users opting in to the capability via the secondlife.com dashboard, as described in the blog posted linked to above.
  • It is  recognised that TPVs will need time to integrate the necessary viewer-side code into their offerings, therefore:
    • There will be a grace period between the initial introduction of the code in the official viewer and a time when all viewers / clients access Second Life will be required to support MFA to allow users who have opted-in to MFA to continue logging-in to SL.
    • During this grace period, all users on a TPV will be able to access Second Life, regardless of whether or not they have opted into MFA.
    • After the grace period has expired, all TPVs will be expected to support MFA, and those users on them who have opted in to MFA will be required to authenticate themselves when using the viewer to log-in to Second Life (with the use 30-day period of valid authentication, as per secondlife.com MFA).
    • During the grace period, users on TPVs that switch to support MFA will likewise need to start authenticating themselves when logging-in to SL.
  • Again, this will only affect users who have opted into MFA (unless LL at some point decides all user must use MFA to access SL).
  • MFA on the viewer will be a blanket action – there will be no additional MFA authentication for actions such as buying Linden Dollars through the viewer.
  • Using MFA when logging-in to the viewer will not automatically also authenticate you on secondlife.com or vice-versa.

There was a broader discussion on providing alternative mechanisms by which users can opt-in and use MFA – such as e-mail – rather than relating on a mobile device and authenticator software. Such decisions fall outside the realm of the viewer development team, and so could not be answered directly (however LL have stated  additional / alternate methods of authentication will be added to the system at some point in the future).

In Brief

Content Creation Meeting

  • BUG-231731 “Script text quality and performance” prompted questions on how it might be implemented given it has been accepted. Vir pointed out that “Accepted” does not necessarily mean it a Feature Request will be implemented forthwith, and as such, it will be raised for discussion once it has reached a point where LL is considering working on it.
  • BUG-229205 “Re-enable PRIM_CAST_SHADOWS” came up for discussion, it is believed that the viewer-side code for it has been deprecated / removed, and the server also no longer recognises the function.
    • Runitai Linden suggested it is something that should be re-enabled on the grounds that it is “something that most graphics engines let you do.”
    • However, any final decision will be subject to further internal discussions within LL.
  • Request: allow seated avatars to temporarily have a physics shape of none if explicitly set by script (potential use-case: an in-world game uses tiny vehicles in a scaled environment to simulate a larger playing field, but as the drivers are normal-sized avatars, they cause collisions between one another, impairing gameplay; disabling the avatar physics would  in theory prevent this, although it is not clear if such a change would be recognised by the simulator, where it is believed the expectation of avatar physics is  assumed throughout the code).
    • The discussion encapsulated requests such as BUG-5538, the need for an overhaul of the camera control system & better LSL access to same; better joystick control options, and better support for alternative input types.
    • The latter point in turn led to a discussion on wider HID support and even the potential for MIDI (Musical Instrument Digital Interface) support (having been a means to provide remote control and synchronisation prior to HID design becoming the “standard”) as a means to transport and synchronise joystick inputs from the viewer to the simulator in a generic, open manner.
    • All of this was spitballing, rather than the formulation of an actual project.

TPV Developer Meeting

  • [Video 26:10-53:10] Animation Override Discussion – TPVD
    • This follows-on from the week #3 TPVD meeting.
    • Essentially what is being sought is a solution similar to the Firestorm AO (but without the apparent overheads) that effectively allows viewer-side replacement of animation states sent by the server with local animations, avoiding the need for scripted HUDS / attachments.
    • Much of the discussion at this meeting is clarifying the original request for Vir Linden’s benefit, although the consensus is that official a cap replacement for llSetAnimationOverride and allowing TPVs to implement their own viewer-side AO UI elements would be a good start.
    • Once this has been done, then discussion can turn to the more complex issue of adding further animation states.
    • A Cap and viewer-side controls will not fully eliminate scripted AOs (particularly in the case of non-human AO walks, sits stands, for example), but this shouldn’t negate the provisioning of a Cap.
    • Please refer to the video for the discussion – much of which is in text chat.

Second Life and the Metaverse: the Wall Street Journal

Philip Rosedale in Remember Second Life? It’s Now Taking On Big Tech’s Metaverse. Credit: The Wall Street Journal

If there is one thing that can certainly be said concerning the news that Philip Rosedale has “returned to Second Life” is that over the last few weeks it has certainly generated a lot of interest from the media.

I’ve already covered articles on Rosedale, Second Life and his views on “the metaverse” from the likes of Protocol (see here)¹, and VentureBeat  / GamesBeat, c|net, and The Wall Street Journal (see here)² – admittedly with some speculation on my part on the case of the latter. More recently Wired and others have also covered SL, Rosedale and “the Metaverse”, and he has been interviewed by CNN, CNBC (the latter of which I’ve yet to summarise), and most recently, by The Wall Street Journal once more.

The latter takes the form of a video segment – embedded below – that features Rosedale taking about Second Life, its users and “the metaverse”, whilst comparing and contrasting SL with plans voiced by the likes of Facebook / Meta and Microsoft and touching on the Lab’s hopes for SL – including further hints at the direction in which the company is leaning in terms of upping the platform’s appal to a broader audience.

Running to 20 seconds short of 6 minutes, the video is actually a concise and honest look at SL, and comes complete with a careful underlining of the age of some of the in-world footage used – a refreshing touch given that so often we are confronted with “archival” images / footage of the platform that get presented without any cage context, and so can leave people thinking they are looking at SL as it appears today.

Starting with Zuckerberg enthusiastically stating how people will all “work, learn, play, shop” in “the metaverse”, the piece quickly reminds viewers that for Second Life, all of that promise is very much a case of “already there and doing all of that, thank you!”. It then offers a fairly accurate recap of SL’s history in terms of early attractiveness, user engagement, and gradual (if somewhat low-key overall) resurfacing of interest (which predates all the current “metaverse” hype by around 24 months). As such, it neatly packages:

  • The the history of SL and its longevity.
  • The broad attractiveness people have found with the platform – notably the appeal of content creation and the power of the economy SL has forged.
  • A frank, thumbnail look at some of the issues those coming into the platform face in trying to understand it (the IU, understanding avatar operation & customisation, finding others (particularly those of a like mind) with whom to interact, etc.
  • Slightly conversely with the above, it also underscores the fact that while complex to understand, SL’s avatar  system is still incredibly powerful and well beyond anything the likes of Meta are considering.
  • The reiteration of the idea that virtual worlds down actually need VR or other headsets for engagement, and any focus on such hardware will, for a foreseeable future at least, remain a hurdle to potential engagement rather than a benefit
  • The openness in allowing some doubt about all the current hype around “the metaverse” to be expressed.
  • The underlining of LL’s approach to basic aspects of their platform in order to (hopefully) generate better user take-up and retention (e.g. improving performance, developing mobile support, improving (/simplifying) avatar user and the viewer’s UI).

The video also neatly encapsulates some of the problems “the metaverse” faces that appear to be outside of the thinking of Meta, etc. One of these is clearly stated by Rosedale: getting the vast majority of people simply comfortable with using avatars for tmany of their interactions. Like it or not, this is a stumbling block, and one Rosedale is correct in point out. Were it not, then after nigh-on 20 years, it would not be unfair to assume SL’s user base would likely be somewhat larger than its current 1 million active monthly users.

That said, this is also where the video is apparently a little too glib. In making the comparison between SL’s and Meta’s monthly active users (3.5 billion for the latter across its platforms), there is a suggestion that Meta has a big head start – but that’s hardly the case. If anything, I’d suggest the Meta has made its life that much harder compared to LL. Not only do they have to convince that 3.5 billion active user base of the need to swap away from doing much of what they do “in (first) person” – so to speak – to doing it with an avatar, they’ve also got to convince them to do so with a headset strapped to their faces. Given that currently, they probably have around 10 million headset users out of that 3.5 billion, they clearly have a huge mountain of their own to climb to get the rest to invest in headsets, even with a cash pot of up to US $10 billion to spend in doing so (which I assume includes money directly related to further headset development, etc.).

There are some wider holes in the piece that could be picked at – such as what the likes of Microsoft and Meta really mean by “interoperability” and the “movement of assets”, and whether, beyond some perfunctory basics they’ll really go down that path (after all, walled gardens are the best way to hold on to an audience – and their money); but at the end of the day this isn’t a piece on the metaverse per se. It’s about Second Life and its continuing relevance in the world today.

 

Footnotes

  1. Second Life’s founder doesn’t believe in VR, by Janko Roettgers and Nick Statt – Protocol,
  2. Philip Rosedale’s High Fidelity cuts deal with Second Life maker Linden Lab – Dean Takahashi, VentureBeat/GamesBeatSecond Life Founder Returns to Take On the Metaverse – Meghan Bobrowsky, Wall Street Journal (via Archive to avoid paywall); Second Life founder returns to revamp his original metaverse – Scott Stein, c|net

February 2022 Web User Group summary: Marketplace

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, February 2nd, 2022.

These meetings are generally held on the first Wednesday of the month, with dates and venue details available via the SL public calendar. A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!). Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.

January Work Summary

[Video: 2:00-6:15]

  • Destination Guide:
    • A face-lift for the look of the Destination Guide.
    • Back-end infrastructure work on the DG to make it “easier and more effective” for the Lab to maintain, and to lay the foundations to build now functionality going forward (e.g. improved support for TPVs); restructuring of widgets; improvements to place rankings.
    • These updates should be deployed during February.
  • Marketplace variants (e.g. different colour variants for an item in a single listing):
    • Infrastructure work is now in progress.
    • Work has also started on designs for how listings will work.
    • No date / time-frame for when this will be delivered – but possibly Q2 2022.
  • Part of January’s work has been focused on OS and code updates to keep everything up-to-date.

Search Improvements Project Update

  • The third-party team who will be supporting the work to overhaul Search is now on-board with the Lab.
  • This means the project to overhaul Search has now started, and is liable to run for the next 6 months or so.
  • As previously noted, the aim of the work is to make Search functionality / results more meaningful / relevant.

Marketplace Q&A

[Video: 7:27-20:49]

  • The idea for this is to have an Amazon-style Q&A section on Marketplace listings similar to that seen on Amazon, where questions on a product can be asked and answered either by the creator (or their store managers) or by those who have actually purchased the item.
  • Views against this included:
    • Some Content creators have external social media groups or in-world groups to address questions, etc., so a Q&A section just adds to these channels.
    • Some creators feel they are dealing with enough “spam” and “crap” (words used), and a Q&A section just adds to it.
    • Some creators use alt accounts for different brands they run, and don’t keep their alts active beyond creating listings, so they “are not going to see Q&As”.
  • A suggested alternative was to have amore of a “live chat” feature or a link to contact the creator so that people can talk directly to a creator / store manager.
    • This would appear to suffer many of the “cons” noted above: what about stores run by alts that are not logged-in? A “live chat” capability forms yet another channel of communication; it requires always being logged-in to the MP, etc.
    • It could also potentially be an abuse vector.
    • It misses the potential for a Q&A section to double as a form of FAQ – common questions asked are right their in front of customer’s eyes (if they choose to read them).
  • One creator at the meeting did point out it could be very helpful to newer users, in allowing them to ask questions without the need to try and find whatever alternative channel  – in-world group, Discord channel, etc. – that might be available for questions.
  • It was pointed out that the facility could be made optional: if a creator doesn’t want to have a Q&A section included in a listing (or even an entire store) they could opt to do so.
  • Given the number of unfavourable responses voiced at the meeting, the idea is being taken “back to the drawing board”.

Marketplace Sub-Brands

[Video: 21:03-40:52]

  • Rather than having to use alts to manage listings for their different brands, allowing creators on the Marketplace to have additional stores linked to a “primary” brand name, allowing them to manage all their brands from one account.
  • This would be a much larger project to implement, requiring some substantial infrastructure changes (e.g. the MP is built on the assumption there is one one store per MP account). As such, requests for such a capability have previously been turned down.
  • There was some confusion in the meeting as to what the difference would be between “store” and “sub-brand” and how they might be used.
  • There were also what amounted to two different use-cases:
    • Some would like the capability to run multiple individual stores from just the one account, rather than having to run different store through alt accounts (e.g. a store for their horse-related goods, a store for their motorcycle products, etc), with the option to link between stores if they wanted, and with ease-of-access to the stores from one Marketplace account dashboard.
    • Others expressed more of a “department store” style approach with a “flagship” brand, and then sub-brands for products below it (equating to the different departments in a store), allowing them to “break up” their existing store without the risk of losing existing reviews and feedback.
    • A further suggestion what to provide a means for creators to link their alt store accounts to a “main” account, if they so wish – although this does not solve for those wishing to split their existing stores..
  • Both of these approaches were seen as valid, but left the question on how best to approach them. As such, Reed Linden requested time to take the ideas back to the Lab for internal brainstorming + further discussions at future WUG meetings.

In Brief

  • [41:36-42:35] LL are targeting 2022 Q2 (April-June) for the deployment of Premium Plus. Content, cost, etc., will be announced at the time of launch.
  • [48:02-48:50] Despite fees on Event listings, there are still what amounts to adverts appearing within the events listing. Currently, Events are not subject to any work, and so this is still something to be dealt with. However, events are due to be overhauled “in the near future”.
  • It was re-iterated that LL have largely stopped supporting the SL wiki, other than core pages of information relating to things like LSL functions, policy, etc., and there are no plans to move it to HTTPS.

Infinite: celebrating Indigenous Australian art in Second Life

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

Indigenous Australian art takes many forms – rock painting, dot painting, rock engravings, bark painting, carvings, sculptures, and weaving and string art – and is the oldest unbroken tradition of art in the world.

It is rich in meaning and forms a central element of aboriginal life, the motifs, symbols and designs used revealing tribal relationships, social position, and more – all of which is noted by Sophie de Saint Phalle (Perpetua1010) in the introduction to Infinite, her latest exhibition which opened at the end of January 2022 in a new level of her gallery spaces, the Subcutan Art Gallery and Multimedia Centre.

Art is part of the main rituals in Aboriginal culture: it marks territories, records history, supports and transmits narratives about the Dreamtime. Similar to how Christians have their own story about the creation of the world, Aboriginal Dreamtime describes the creation of the world and each landscape.

– From the introduction of Infinite by Sophie de Saint Phalle

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

Laid out in a setting designed to evoke thoughts of the outback desert, with large rock-like blocks that appear to shimmer in the heat, Infinite presents a series of bass-relief paintings and watercolours by Sophie produced in the same manner and styles as those used by Australian aboriginals. However, these are no mere interpretations of indigenous art; rather, it is a genuine homage, as Sophie notes:

My art shown at this gallery was inspired by my stay in Australia where I lived with the Aborigines for several weeks.
From the Aborigines I learnt how to find and use the typical aboriginal paints. Mainly pigments derived from clay tinted with mineral oxides Very rare is the colour blue which you find in some of my paintings.
Some colours are mined from “ochre mines” and used for both painting and ceremonies. Inorganic pigments such as ochre or rock flour is sometimes collected only by certain men of a clan. Other colours are made from clay, wood ash, and animal blood. All colours are natural.

– Sophie de Saint Phalle

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

These are richly evocative pieces that speak to traditions, beliefs and a view of the world that is far, older than any European or other influences that have made their way to, and across, Australia.

They also stand as a mark of respect from Sophie to the peoples with whom she spent time and from whom she learned their techniques and approach to their painting as a expression of their history. For as she again herself notes: within aboriginal society, reputation is acquired through the gaining of knowledge and understanding and not by the accumulation of material possessions.

Thus the pieces in this exhibition speak to the knowledge and understanding Sophie has received from her mentors, and presents a reflection of the infinite depth of their beliefs and connection to Nature. They also offer a fascinating glimpse into a world the majority of us will never witness, much less encounter or understand, marking Infinite as much a journey as an exhibition.

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

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A Buddha Garden in Second Life

Buddha Garden, February 2022 – click any image for full size

Update, December 29th, 2002: Buddha Garden has relocated – please read A Return to Buddha Garden in Second Life for more.

Tucked into the north-west quadrant of a Full region using the private island LI bonus, lies Buddha Garden, a “paradise of pleasure” put together by Gian (GiaArt Clip) and Havih – and a place deserving of its description.

It sits as a quarter-region parcel very much of two parts. To the north and west sits a lowland area, separated from the rest of the land by two channels of water. It forms a broad, flat sandbar of a beach that offers the kind of activities and opportunities one might expect of a tropical beach resort: there’s a beach bar (serving as the parcel’s unenforced landing point), complete with a wooden path that winds its way to where a dance floor sits over the sand. Nearby a deck extends over the shallows, while boats are moored within wading distance of the golden sands. All of which is watched over by the patient form of Buddha sitting in meditation.

Buddha Garden, February 2022

On the landward side of the beach, the water channels join at the mouth of a river that runs westwards from where it starts as a series of waterfalls that step their way down from the eastern heights. This river is braced on either side by high rocky plateaux that extend outwards from these eastern and the southern highlands.

These plateaux, together with the grassy lowlands that sit below the southern curtain of cliffs, present a very different atmosphere to the sense of fun, music and dance found on the sandbar beach. Reached via a pair of bridges, these lands are more peaceful and introspective in nature and offer hints of ancient places of worship, and for spiritual activities.

Buddha Garden, February 2022

To the south, a further series of waterfalls drop down from the cliffs to reach pools below. Their passage down the rock is watched over by a series of carved seated figures of Buddha, where the pools at their feet are open to visitors. Steps lead up to both, and while one remains in its natural state (and includes a place to sit and meditate), the other has been built out into a place to bathe within the crystal waters falling from above which in turn provide shimmering curtains that front a couple of shallow cavern hideaways.

Between both pools, and tucked against the base of the cliffs sit both a little cuddle spot set beneath the blooms and boughs of a plum tree and – perhaps not so noticeable but worth discovering – a well-like teleport. The latter will carry those who find it up to a skybox gallery hosting Gian’s art, a mix of images and paintings from both the virtual and the physical worlds.

Buddha Garden, February 2022

Back on the ground, the tops of the tall plateaux can be reached by winding path and / or stairs, one path marked by a Torii gate, the other leading past more of the secrets within the region – the entrances to tunnels and caverns that run and sit below one plateau and reach back behind the waterfalls that feed the river. I’ll leave you to explore these and what lies within them, and instead turn my attention to the plateaux tops.

Follow the path upwards marked by the Torii gate, and it will lead you by twist and turn up to where a second gate stands in greeting and the gardens continue with blossoming trees, a place of levitating meditation. Beyond it, steps climb upward to a place of refreshment together a small pagoda sitting over a koi pond and further places of meditation and relaxation, all of which sit beneath the blanket of a tropical rain shower.

Buddha Garden, February 2022

To the west, beyond the waterfalls and their short river, the lower plateau sits as the home to a further retreat located on its grassy top. Complete with pools of calming water indoors and out, places to meditate or to sit and cuddle – and even a hot tub in which to relax, it makes for a peaceful retreat as it overlooks the beach.

Should the plateaux prove a little too giddy to climb, visitors can take the stepping stones that run up the middle of the river from the beach. They end in another round flagstone offering a levitating experience, whilst on the southern bank of the river a further sanctuary sits, with an outdoor tub and shower and refreshments waiting to be shared within.

Buddha Garden, February 2022

Finished with a rich ambient soundscape and with birds and wildlife also awaiting discovery (as well as cats and dogs!), Buddha Garden offers a lot to see and appreciate, complete with secrets and touches to keep a visit entertaining. My thanks to Shawn for the LM and pointer!

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