Time in a Paradise of Fantasy in Second Life

Paradise Of Fantasy, August 2025 – click any image for full size
Paradise Of Fantasy is both a home to the Vanaheim family and a setting open to the public to explore and enjoy. A Full private region, the location is the work of BarB Randt Vanaheim (BarBarella Darkrose) and Ivy Vanaheim (Ivory Ireton), and encompasses within itself multiple aspects of fantasy – although it is not per se a role-play setting.

Nature meets fantasy in this home for the “Vanaheim Family” and all fantasy creatures. This  magical place where fantasy creatures stand strong together in light and darkness.

– Paradise Of Fantasy About Land / Destination Guide description

Paradise Of Fantasy, August 2025

The Landing Point sits just off of one to the many trails winding through the setting, and close to a large manor house. Like all the buildings in the region, it is open to the public, although the furnishings are an esoteric curio. Rooms include conventional lounge-style furniture to more period pieces, to a classroom (for magic?) and offices with a mystical air about them, whilst the loft is devoted to games and pastimes.

The Landing Point itself includes a Welcome scroll. When touched, it will provide an introductory notecard for visitors, together with the local rules. The latter are minimal and easy to remember, being common sense.

Paradise Of Fantasy, August 2025

Where you go from the Landing Point is entirely up to you; as noted, there are numerous trails winding through the setting, and signposts (and warning signs in some cases!) offer direction or  humorous cautions.

The landscape itself is beautifully put together, presenting a wooded setting, rich in colour from trees, shrubs and the flowers carpeting much of the ground.  Two streams cut through the setting, one rising form waterfall on the south-east coast of the land to meander northwards to empty into a pond tucked in the north-east corner of the region.

Paradise Of Fantasy, August 2025
The second stream might be considered more of a channel. It enters the region from a bay on the west coast and runs inland before turning north to once more return to the coastline, essentially splitting the north-west corner of the region into its own island.  Both streams are spanned by wooden bridges (and tree trunks) so feet need not get wet when crossing them.

Sitting within north-western corner of the region are two more structures: the Woif’s Grotto and Eiarion. The former is a cottage literally built / hewn into a rock formation, carrying with it a Nordic / medieval sensibility. The latter occupies a headland reaching out from the bay mentioned above. Taking the form of a fairly intact ruin, Eiarion presents a mystery as to how to access it; all of the windows are either intact and glazed or boarded-up.

Paradise Of Fantasy, August 2025

The solution to the mystery can be found in the teleport stones which can be found close to each point of interest in the region. These form a network of teleports, and using the Eiarion destination will deliver you to the interior of the ruins – I’ll leave you to reflect on how to move between the two rooms.

This teleport system also provides access to those locations not necessarily directly accessible from the ground. Two of these are in the sky, one of which is well rooted in a fantasy sky, the other offering a Japanese setting. A third lies under the western sea of the region. Taking the form of an octopus’ garden, it comes with the not unreasonable request don’t pee in my sea(!).

Paradise Of Fantasy, August 2025

A further cottage lies to the north-east of the region. Set as a witch’s home, it offers broom parking outside and potions and seed for sale in the garden. It sits not far from where a fortune teller is waiting to tell you all about your future – or perhaps, how to cover up your past – as the song goes.

Nor is this all; throughout the setting is a richness of detail in glades and along the trails. Ruins sit partially overgrown, little shrines mark hallowed clearings among the trees; benches, chairs, blankets, and boats offer places to sit. For those who enjoy music there is a grassy clearing set up for events, details of which I gather can be obtained by joining the local group.

Paradise Of Fantasy, August 2025

In all, a beautiful, well-designed region mixing nature, mysticism and fantasy in a package rip for exploration and photography.

SLurl Details

2025 week #33: SUG Leviathan Hour – SLua and bits

Diamond Moon Village, June 2025 – blog post

The following notes were taken from the Tuesday, August 12th, 2025 Simulator User Group (SUG) off-week meeting (which I refer to as the “SUG Leviathan 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.

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

  • There are no planned deployments to any channels this week, only restarts.

In Brief

  • Harold Linden – SLua:
    • Has been working on “some major garbage collector surgery” so  that memory usage is “properly less than Mono” and general memory profiling will be much better under SLua.
    • The garbage collector is good with creation and deletion of lots of small objects, with Harold noting:
SLua is weird in that most of the objects managed by the GC are built-in things that will never go away as long as the script is running, so I’ve changed the GC to ignore those entirely to make garbage collection much much faster … I’ve added some code to the GC that’s inspired by some work that was proposed for Lua proper that makes the GC get more aggressive if it thinks it might run out of memory soon .. Luckily GC is _incredibly_ cheap now so you could run it tens of thousands of times a second and it wouldn’t make much of a dent.
The event style will be similar to the EventEmitter API in JS `whatever.on(‘someevent’, callback)` with an alternative form that’s similar to how they’re currently specified … It’ll return a handle you can use to unsubscribe … I’m writing a pure-SLua implementation of the new event API first so people can comment on it before it’s solidified as production code, I’ve got a WIP version but I’m just sorting out some unsubscription bugs; the most notable ones, lists-in-lists and the ability to use dictionaries / objects.
    • He also indicated the the LSL → SLua compiler “will be open-source once we’ve start the beta phase on Agni so people can feel free to improve it. It’s much more approachable than the current compiler.”
    • Overall, the hope is to start beta testing of SLua on Agni in the next few months; ahead of that, Harold hopes to get an updated alpha to Aditi (the Beta grid) “to make sure events are sound”.
  • Leviathan provided an update on another issue he has been looking into – a bug that would sometimes cause objects to not show up on login. In providing his update on this work, he noted:
The repro case we had was delicate and would not always show up. In any case that work finally merged into the next server update. The problem was: we were clearing out the server’s “interest list” info on login that would cause the viewer to have to re-request static/cacheable data. With the change going forward we now do a better job of resetting your interest list when you arrive at your final position in the region (on login or teleport from far away). This causes the stuff to show up maybe just a second or two sooner, and less likelihood of some stuff being missing.
  • However, regarding the issue of issue of some people experiencing failures on logging-in (see my summary of the previous Leviathan Hour), Leviathan noted the fix he thought he had isn’t going to help. Instead, he was able to get a reliable repro which has helped better pin down the problem, which he described thus:
It turns out… if you login with lots of inventory folders at a lull in the traffic in SL you will be more likely to succeed. The system will happily handle 100k inventory folders in less than 10 seconds when the database and login.cgi servers are not under load. However, when things are busy the viewer might decide to timeout after 40 seconds. So… Signal has an idea for how to reduce the problem. It turns out you can configure Mysql server and clients to use gzip data transmission. This would happen between login.cgi and the database, while the login server is trying to compile the big chunk of data that it sends back to your viewer. Perhaps that idea will just help login.cgi and the database keep up and the problem may happen less frequently. That is the status of that.

He further noted another workaround would be to tweak the viewer’s timeout on that particular HTTPS request. This approach would allow TPVs make suitable changes and help their users get around the issue.

  • Restoring LindenWorld:
    • This has been a repeated request – to have LindenWorld (the Lab’s first attempt at a virtual environment) “brought back to the grid”, which has had pretty much the same answer with each request.
    • In essence – the LindenWorld code is very different to the Second Life code; it is incompatible with the current account system. While these problems could be fixed, they would require time and effort.
    • Harder to solve, as noted by Leviathan at this meeting, are matters of all the backend support: asset system, user database, spaceserver, etc.
    • All of this would divert developer resources from Second Life, it “would require an unknown amount of backburner work. Couldn’t be done as a first priority”.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, August 19th, 2025.
  • Leviathan Linden: Tuesday, August 26th, 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.

Cica’s A – Maze in Second Life

Cica Ghost: A – Maze, August 2025

For August, Cica Ghost presents A – Maze, an interactive setting offering a little fun and turning a quote from author John Green somewhat on its head.

As the name might suggest, the core theme of A -Maze is just that – a maze. Formed by capped brick walls, it covers most of the region. Unlike most mazes, however, this one doesn’t have a centre or destination / goal, nor is it a unicursal; neither is it precisely a branching tour-puzzle (although it does have a form of branching). Rather, it is a means to offer assorted routes of exploration around the setting, with assorted points of exit and re-entry.

Cica Ghost: A – Maze, August 2025

While it can be travelled on foot, the maze is can also be explored via the vehicles Cica presents to visitors alongside the Landing Point. As is typical with Cica, there are no ordinary vehicles; instead they add to the region’s whimsy by taking the form of four animals carved from wood – a duck, horse, elephant and giraffe – all set on wooden chassis. Two sizes of vehicle are supplied, the smaller set of four lined up to one side of the Landing Point and potentially offered for Tinies.

By default, the vehicles move at a pedestrian speed. But if you are feeling daring then tap the Page Up key to apply the second gear and and little more speed (Page Down to slow down again). In this respect, the smaller vehicles are possibly more fun, as they are small enough to zip around the maze in comfort.

Cica Ghost: A – Maze, August 2025

The maze is not the only feature of the setting. Towards the middle of the region is a little village raised on the back of a steep-sided plateau, with bottle houses and a windmill. It is slightly overgrown by great vines, some with seed-like seats hanging from them. Elsewhere thumb-like hills are topped by trees or have ladders climbing them to individual bottle houses. Also waiting to be found are some of Cica’s little critters, while some of the walls of the maze are painted with more of Cica’s creations, brightening their brickwork.

The quote accompanying the build is from Looking for Alaska, John Gren’s 2005 novel for young adults:

At some point we all look up and realize we are lost in a maze.
Cica Ghost: A – Maze, August 2025

In its original form the quote references the central themes of the novel – that of coming of age, the meaning of life and grief. As such, it can be seen as slightly dark in tone and meaning. Here, Cica turns it on its head, offering an underscoring to the idea that mazes can offer journeys into the unknown (as is life itself, really), filled with unexpected delights. In this, if one wanted to be totally analytical, A – Maze echoes the ultimate message from the book, that of hope.

Not that any analysis of quote and setting is required; A – Maze is enjoyable in and of itself.

Cica Ghost: A – Maze, August 2025

SLurl Details

2025 SL viewer release summaries week #32

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

Updates from the week through to Sunday, August 10th, 2025

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.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer 2025.05 7.2.0.16729091892, issued August 5, promoted August 8 – New.
    • glTF mesh import ( should have similar constraints to COLLADA upload, but does not support a unified material upload solution).
    • Media changes including support for PRIM_MEDIA_FIRST_CLICK_INTERACT and HUD autoplay (see https://wiki.secondlife.com/wiki/LlGetPrimMediaParams).
    • Fixes related to memory allocation, inventory floater, world map and Picks performance.
    • Fixes for OpenJPG, PBR Texture Panel Repeats per meter improvements and sky ambient colour not blending during day cycle among others.
    • Fixes for image rendering.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • Megaphit glTF Mesh Import – 7.2.0.54176 – August 2 – changelog.

V1-style

Mobile / Other Clients

Additional TPV Resources

Related Links

Exploring Oscarton Forest Park in Second Life

Oscarton Forest Park, August 2025 – click any image for full size

I recently received an invitation from William Gide to visit Oscarton Forest Park, a setting designed by William and his SL partner, Dekon Carter.

Comprising a number of parcels spanning two regions within the south-east of Heterocera, the park offers around a quarter of a region of a landscaped setting with something of a unique history.

Oscarton Forest Park, August 2025

The Park started life as a “COVID sanity project”, helping William – who designed the majority of the ground level elements – cope with lockdown by allowing him to exercise his creativity. Since then, the park has remained open as a public setting which visitors can use as a place to enjoy a sense of nature and recharge their batteries.

Given this, there are a number of distinct Landing Points to be found throughout the park. For the purposes of this piece, I’m going with the “main entrance”, so to speak, as it is here visitors can obtain a notecard with landmarks to the main hangouts within the setting.

Oscarton Forest Park, August 2025

Bordered by part of the SLRR to the west and a river gorge to the south, the latter spanned by a bridge leading to what I believe to be William and Dekon’s private home, the public park runs northward. Passing a vegetable garden, the landscape opens out to offer a choice of possible exploration routes, the clearest being the main path.

The latter sweeps out to the east side of the park, passing between two Chinese lion statues, the first of multiple pieces of sculpture awaiting discovery as one explores the park. In making its sweep, the footpath skirts the lower end of the forest, a copse of silver birch. However a trail also runs through the birch trees, almost doubling back on the main path to drop down to where a trail points to the north and west, winding through the forest proper.

Oscarton Forest Park, August 2025

The main footpath, meanwhile descends to where a bridge spans one of the parks streams, joining another path as it follows the bank of the stream northwards. Passing by way of a secluded cabin, this path eventually drops down to the setting’s camp site prior to making a sharp left turn to arrive at the octagonal pavilion.

This pavilion can also be reached via one of the many paths branching off from the second trail mentioned above, all of which pass various places to hang-out and also admire some of the large wood sculptures to be found among the trees.

Oscarton Forest Park, August 2025

The northern end of the park includes two newer elements. The first is the Oscarton Forest Café. Occupying a large building by Cory Edo, on its east side this overlooks one of the park’s bodies of water and the pavilion beyond. On its west side, the café offers a terrace with seating a view of any passing trains.

Steps lead down from the terrace to a stone footpath and walls forming a border to the park, looking like it may have been some form of ancient fortification. Tucked within a part of these works – which also run along the northernmost extent of the park – is the Oscarton Forest Park Reflection Cove, described as a place for meditation.

Oscarton Forest Park, August 2025

Also to be found within these walls is a Zen garden watched over by two large rune stones, whilst the woods in this northern extent of the park also hide the teleport platform up to the sky platform – but I’ll leave that for you to find.

Offered with a richness of detail, Oscarton Forest Park is an idyllic location, and for a first-time public build, is exceptionally pleasing to the eye and rich in opportunities for photography and for relaxing.

Oscarton Forest Park, August 2025

My thanks to William for the invitation to visit; I really enjoyed doing so.

SLurl Details

2025 week #32: 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, August 7th, 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 7.2.0.16729091892, issued August 5, promoted August 8 – New.
    • glTF mesh import (should have similar constraints to COLLADA upload, but does not support a unified material upload solution).
    • Media changes including support for PRIM_MEDIA_FIRST_CLICK_INTERACT and HUD autoplay (see https://wiki.secondlife.com/wiki/LlGetPrimMediaParams).
    • Fixes related to memory allocation, inventory floater, world map and Picks performance.
    • Fixes for OpenJPG, PBR Texture Panel Repeats per meter improvements and sky ambient colour not blending during day cycle among others.
    • Fixes for image rendering.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

2025  glTF Mesh Uploader

  • There were multiple requests for the behaviours within the glTF mesh uploader that do not much the COLLADA .DAE uploader to be revised so that they do conform with the latter.
  • These had to be shut down, largely due to technically limitations within SL’s internal mesh formats.
  • The hope is that over time, these limitations can be “peeled” back, and mesh import as a whole improved, most likely by using a new internal mesh format.
  • No details on what the new internal format will be, as this is still subject to internal discussions at the Lab, but the aim is to make things easier for both content creators and content consumers.

2025.06 Viewer

  • The next viewer in development is 2025.06, which is described as “not very ground breaking”.
  • It contains a lot of work and bug fixes original intended for the Maintenance C viewer from 2024, and prior to the viewer release process being revised.
  • The key feature in this viewer will be Inventory Favourites.
  • Currently, the viewer is going through a stabilisation process with the aim of releasing an RC Beta as soon as possible.
  • The aim of the 2025.06 release is to raise the cadence of official viewer releases. This is seen as beneficial on a number of counts:
    • It allows individual releases to become more iterative in nature, building capabilities and allowing better response to feedback from users.
    • It breaks the cycle of long delays between viewer releases while the Lab tries to deliver an entire project in a single viewer drop.
    • It will hopefully allow the Lab to be more nimble with releases, allowing them to come back to major updates and adjust them / add to them based on longer-term feedback, rather than appearing to simply drop a project into a viewer release and then never come back to it with significant updates / improvements.

In Brief

  • Removing Scale From LI Calculations (Recap/Update):
    • Signal Linden highlighted a Feedback Ticket he has raised, proposing the removal of scale from Land Impact calculations, which has been touched upon at the last couple of SUG meetings.
    • However, numerous caveats / issues with the proposal arose as it was further investigated, including potential impacts on physics, issues for streaming calculations, etc., all of which caused a slow-down in the idea.
    • Rider Linden provided an update, noting that scale land impact is so closely tied into an object’s triangle count that there is no easy way to extricate the two, leading to the risk of small items with a high tri count suddenly exploring in their LI is scale was removed from the equation.
  • Support for Vertex Animation Textures (VAT) – a means to create complex and non-traditional animations in real time using textures and shaders to achieve the visuals on the GPU, thus having a much lighter performance impact on the CPU when compared to traditional skeletal mesh animations.
    • Allowing for the complexities of SL, concern was raised over use of VAT “overloading other systems”, with the view that providing support for blend shapes could actually be preferable.
    • However, given the age and complexity of the SL internal mesh format, adding things like blend shape support (and / or) vertex support, is seen as a “pretty involved effort” with a number of potential complications.
  • The above led to a more general discussions on animations for things like plants, the LI cost of Animesh and how it precludes it from widespread use; the balance between having lots of animated elements in-world versus potential performance cost; options for baking animations into meshes, etc.
  • Make Scale/Offset/Rotation PERSIST when switching PBR Materials (e.g. not having any scale, offset and / or rotation set for a surface cleared why swapping one material on that surface for another, as is currently the case):
    • The reason this happens is that (unlike Blinn-Phong, where the offset, scale and rotation are set against the object surface) with glTF materials, that are set against the material itself (as per the relevant glTF specification extension); ergo, changing the material reset them.
    • This behaviour could potentially be changed through the addition of an override to give more consistency in behaviour between PBR materials and Blinn-Phong; however, any such update comes down to a matter of prioritisation. This prompted an invitation to any interested open source developer to submit a suitable update.
    • One concern over a possible solution is the need for additional UI elements in what is already regarded as a complicated Build / Edit floater.
  • Support 16-bit grayscale terrain import: this has been acknowledged by the Lab as a problem that needs to be addressed, but as yet, there has not been the opportunity to take a deep look into possible causes of issues with the RAW terrain file import, and what the correct solution(s) might be.
  • Nothing on the cards for further .glTF extensions at this time, however, with the glTF importer now in the release viewer “the door is open to a lot more possibilities for what we could do” (e.g. removing the “old” .glTF importer used purely for materials and allowing the “new” importer to handle them, making it much easier to add further .glTF extensions in the future).
  • A general discussion on scripted animation, inverse kinematics (IK), puppetry, and similar. In short:
    • Puppetry remains frozen.
    • It is recognised the proper IK would allow for a range of capabilities (e.g. animation retargeting)
  • A general discussion on controls and the game_control work. As the latter is Leviathan Linden’s project, and he was not at this meeting, I’ll leave updates on this to the Server User Group summaries.

Next Meeting