Art and pondering humanity’s future in Second Life

SLEA 3: Manoji Yachvili – Lost the Last
I live in the countryside and I love nature and I think I could not live without the thousand shades of green that pass through the seasons, the sound of birds, the buzzing of bees, the bleating of sheep, the neighing of horses … and I see how the world is changing.
Nature will find a way to survive, it’s resilient, and like a thousand other species have, I’m convinced that we’re doomed to extinction, at least as structured as we are now.
So I wonder if there will be and what will be our future as human beings?

With these words, artist Manoji Yachvili (Onceagain) introduces us to a provocative essay-in-art exploring our relationship with our home world; questions of life within the broader solar system (and by extension, our galaxy as a whole); on the genuine threat of climate change, and questions of our survival as a race, and how we might recall Earth, should we survive the ecological destruction we are actively encouraging each and every day.

SLEA 3: Manoji Yachvili – Lost the Last

Entitled Lost the Last, the installation is particularly provocative for me, as it focuses in part on the questions of life on Mars and the potential for humanity to settle thereon. Or perhaps “dangerous” might be a better term; I’ve been both directly and indirectly involved in the questions related to the human exploration of Mars (up to and including working with Mars analogue environments and looking at questions of human factors), all of which could so easily cause me to superimpose my own commentary on certain things rather than focusing on the installation itself (such as dwelling on the bunkum idiocy of a certain CEO of a commercial space venture and his “plan” for “colonising” Mars).

It is possibly this wider focus on Mars, coupled with our on-going efforts to explore it and seek answers to basic questions as to what happened there to both turn it from a warm, wet planet, possibly harbouring basic life, and what happened to that life;, which caused Manoji to focus on it within this installation. As such, there is perhaps a temptation to critique it in light of the references to climate change on the basis that the latter is unlikely to cause Earth to drift into a Mars-like state of potential frozen stasis, but rather push us  increasingly towards the broiling hell we know as Venus.

SLEA 3: Manoji Yachvili – Lost the Last

However, I would venture to suggest such critiques are put aside, as the focus should be on the broader questions asked by the installation, and what any potential colonisation of Mars, coupled with the global failure on the parts of governments and corporations to really work to reverse – or at least slow – the critical overload with are placing on this planet in terms of climate impact and pollution, might mean for this planet.

The installation itself forms two halves. The first – which housed the installation’s Landing Point – presents a barren landscape, seemingly rusted with iron oxides. It carries a very Mars-like feel to it, but it is not Mars. It is a dead (or near-dead) Earth. This is shown by the remnants of a high-rise building to one side of the setting, an old highway information sign and evidence of even old ruins from humanity’s past. The Landing Point sits within a small structure – and I would suggest spending a minute or two examining the contents of this room prior to moving on; they have a lot to say for themselves.

SLEA 3: Manoji Yachvili – Lost the Last

A gallery lies a short walk from the Landing Point, the hazmat figure standing in front of it again suggesting this is in fact Earth, albeit Earth with a clearly noxious atmosphere. Within this gallery lies an exhibition of art carefully crafted to aid in illustrating the idea that we are the architects of Earth’s – and our own – doom. Mixed with the images are 3D pieces by various artists, selected by Manoji, they further underscore the themes of loss and memory.

There are some apparent anachronisms here: The space suited figure apparently cannot survive without their suit and helmet as they explore what is left of Earth, but horses and trees can. However, as we know from Mars, life – admittedly in its more basic forms – is remarkably hardy and able to survive in environments utterly hostile to us. As such, I would suggest the inclusion of horses and trees within some of the images is intended to be a metaphor for this fact: we can more easily relate to life persevering when Nature has turned Her back on us, rather than depictions of more basic life we might not recognise.

SLEA 3: Manoji Yachvili – Lost the Last

On encountering the far wall of this space (walk into it), visitors will be asked to accept a local Experience (if they haven’t in a previous visit). This will teleport them to the second part of the installation: a base on Mars.

Surrounded by a backdrop which put me in mind of the Columbia Hills (not that this is remotely relevant), the base serves as a place where memories of all we have lost are kept alive – at least in miniature: ideas of open homes where we were once free to breathe the air outdoors; places rich in grass where the creatures with which we once shared our home world could wander; a place where water flowed freely, without having to be canned and rationed. It serves as an illustration of what we stand to lose if we persist in making Earth hostile towards us, and all we stand to lose.

SLEA 3: Manoji Yachvili – Lost the Last

Evocative and with much to say, Lost the Last should be seen, explored and considered.

SLurl Details

2025 week #21: SL SUG meeting -SLua

Chaos and Calm – Chaos Theory, March 2025 – blog post

The following notes were taken from the Tuesday, May 20th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. The notes were taken from my chat log of the meeting. Pantera also recorded the meeting, and that recording is embedded at the end of this piece – my thanks to Pantera, as always, 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.
  • These meetings are conducted (as a rule):
  • Meetings 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

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

SL Viewer Updates

SLua Updates

I’m going to write up an implementation of better event handling in pure SLua so that people can get a feel for the API and make suggestions before we commit to actually implementing a specific implementation in the server.
Got sidetracked improving setlinkprimitiveparamsfast perf with many PRIM_LINK_TARGETs since I saw that bogging down the SLua alpha sims but I’m back on track now 🙂

– Harold Linden (SLua development contractor)

  • It was reiterated that the plan remains to move SLua to a more open beta on Agni (the Main grid), once further updates have been made by LL. (Such as the event handling and memory management mentioned). When this happens, it will initially be to a “handful of regions” prior to gaining broader deployment.
  • Harold Linden indicated that most of the current Canny Feature Requests for SLua will be implemented during the beta phase of the project – although some, such as “require” will take time to “do properly”, and so there may be stopgap solutions “similar to the ones people already use for LSL that uses local pre-processing.”
Not ideal but there’s a lot of yak shaving that needs to be done to get proper “require” working with new “library” type assets and don’t want to block the rest of SLua on it. 
  • In responding to a comment about an possible inter-script dependency system, he further noted:
There would be no inter-script dependencies per-se, this is more akin to pure modules that can just export types and functions etc with no shared state. More like a statically linked library that only gets evaluated when the script is compiled. It’s essentially just enabling something that people already tend to do with pre-processors, the only difference is the assets live with the rest of your stuff.
  • This sparked a debate on the use of libraries, plug-ins ,etc., a lot of which is “still TBD”, other with matters of object update handing, etc. This discussion ran through must of the remaining 40 minutes of the meeting. Please refer to the video for specifics (as I am not a coder, and far from qualified to interpret all of the discussion!).
  • One important additional point was raised by Harold Linden:
Oh right, I feel like I should mention, we’re trying to track down a couple potential memory corruption bugs in SLua that we’ve had trouble reproducing on our dev machines. We’re going to look at pushing a version of the server with debugging instrumentation (AddressSanitizer) to the SLua sims on beta grid. It might make things slightly slower, but it’s only temporary.

In Brief

“Missing Content on Login”

We had a repro recipe for “missing content on login” and I was able to kinda fix it. It was semi-reliable (would happen maybe 20% of the time) for one our viewer dev contractors, but I couldn’t reproduce it myself. It is “kinda” fixed in that I have eliminated some unnecessary resets during login that would help trigger the bug, with a subsequent savings of effort and bandwidth of object update data on arrival. However the root race condition that is being avoided… I didn’t actually figure that out. 
So… I would expect improvements (reduction of missing content on login) but I don’t think this fixed everything. In particular, I thought maybe it would help reduce the rate of missing attachment items on avatars, but upon more thought I realized this fix is not relevant to that problem. Anyway, heads up: this fix is expected to be in Fig Pudding [the next simulator update].

– Leviathan Linden

TP Failure and Log-in Issues

  • Reports suggest that that has been a “big increase” in TP failures and login failures over the last week (I can attest to the former; having had around a 40% TP failure rate on first attempts to get somewhere on several days). Viewer logs and times incidents occurred, submitted via Canny, would be helpful in debugging issues.
  • It was also noted that LL is engaged in making some network infrastructure changes, so again, a request was made for those “experiencing connectivity problems not of the usual sort or frequency” to file a Canny report would be useful. Times, places, names, and log files.
  • The game_control capability remains on-hold. Leviathan Linden is currently engaged in other work, and unfortunately, game_control is is “near the bottom of” the stack of work he has on-hold as a result.

† 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.

2025 SL viewer release summaries week #20

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

Updates from the week through to Sunday, May 18th, 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: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th – No Change.
  • Release Candidate: 2025.04 – 7.1.14.14911904105, May 13th 2025 – Updated.
    • Includes the following new features:
      • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.
      • My Outfits subfolders: now supports the use of subfolders.
    • Key updates:
      • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects
      • Hover height: the minimum/maximum is now +/- 3 meters.
      • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
      • Preference Search bar: general usability and readability improvements.
    • Refer to the release notes for full updates and fixes.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14888088240, May 13th – Updated.

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates.

V1-style

  • Cool VL Viewer Stable: 1.32.2.48, May 17, 2025 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2025 Raglan Shire Artwalk in Second Life

Raglan Shire Artwalk 2025

Raglan Shire, Second Life’s Tiny community, is once again opening its doors to people from across the grid, as participating artists and visitors are invited to the Raglan Shire Artwalk 2025.

This year, the the event runs from Sunday, May 18th, through until Sunday, June 15th, 2025, inclusive. It  offers an opportunity not just to appreciate a huge range of2D art together with a selection of 3D pieces, but to also tour the Shire regions and enjoy the hospitality of the Raglan Shire community – one of the friendliest and fun-seeking groups in Second Life.

A non-juried exhibition, the Artwalk is open to any artist wishing to enter, and has minimal restrictions on the type of art displayed (one of the most important being all art is in keeping with the Shire’s maturity rating). All of this means that it offers one of the richest mixes of art displayed within a single location in Second Life, with 2D art is displayed along the hedgerows of the Shire’s pathways and tree platforms overhead and 3D art among the community’s parks.

Raglan Shire Artwalk 2025

Over 100 artists are participating in 2025, many for the first time. As such, the depth and range of art on display is guaranteed to keep visitors exploring the paths and walks around and through the hedgerows – and if walking proves a little much, there are always the Shire’s tours to ease the load on the feet, together with the teleport boards to help move visitors swiftly around and through the different display areas. But that said, I do recommend exercising your pedal extremities and doing at least some of your exploration on foot – just keep in mind people do have their homes in the regions as well.

Given the number of artists involved, there isn’t a published list of participants, but anyone interested in the world of SL art is bound to recognise many of the names of the artists here. The Artwalk is also a marvellous way to see art from both our physical and digital worlds and for catching artists both familiar and new to your eye. Just don’t try to see it all at once; the Artwalk is open for a month, which gives plenty of time for browsing and appreciating the art without feeling overloaded.

Raglan Shire Artwalk 2025

SLurl Details

All of the Raglan Shire Artwalk regions are rated General)

A walk around Calland in Second Life

Calland, May 2025 – click any image for full size

While we have never met, Jeannie Schimmer is a woman somewhat after my own heart; someone driven by curiosity and the need to create. It was a drive that started with a single goal which – as I’ve found myself, as doubtless have many others – evolved into something far greater. In this case, an entire public region.

I wanted to learn how to make a proper wharf. After the wharf came a little village, then came the countryside and so much MORE! Feel free to wander around and explore.

-Jeannie Schimmer on creating Calland

Calland, May 2025

Called Calland, the region is a pleasing mix of open spaces, waterside spots, a little village and pleasant walks. It’s is also a place which appears to be going through continuous evolution – again the mark of a creative mind twiddling with ideas and updates.

An example of this comes with the local church; original shots of the setting show the church to be modest, traditional affair with white wood sidings and a tiled roof and steeple. The current church is a far more modern design, its wooden-beamed sides and general form making a strong statement whilst also fitting with the surrounding fir trees and those growing across the hills behind the north of the village.

Calland, May 2025

This village sits just back from the Landing Point – a paved waterfront quay marked by boat moorings, houseboats and a parade of shops. The quayside also give the first indications that there are activities to be enjoyed here: a bubble rezzer sits next to a bicycle rezzer, the pair of them giving visitors the choice of floating or pedalling around the setting if they wish.

The church mentioned above sits to one end of a road paralleling the quay, and which might be considered the village’s main street. It is home to the local garage, movie theatre and more shops sitting with their back to those on the quayside. Facing the church at the far end of this street are parkland offices – the park presumably being the open lands above and to the north of the town.

Calland, May 2025

An old mine tunnels under the hills of the park as a means to to reach the region’ northern side. It is actually one of four routes for doing so. The second takes the form of a boardwalk at the eastern end of the quays, and which passes between the park offices and a large house boat. The remaining two lay a walk westward alongside the quayside from the landing point.

The first of these latter two takes the form of a footpath meandering its way through a formal garden; the second a walk north along the region’s western edge. This passes by way of a deserted bar and a 1950’s style diner, together with a floating pier and a shingle waterfront which runs between the water and a small bungalow (possibly a private home; I’m not actually sure) and a walled garden respectively.

Calland, May 2025

The formal garden, meanwhile, offers places to sit and pass the time, games, including mah-jong within its small auditorium, and dancing. Beyond it, the path continues on to the parklands, sandwiching the bungalow and walled garden (which again offers places to sit and is popular with the local rabbits and birds!) between itself and the west-side coastline.

The northern landscape offers winding paths, horse grazing (and horse riding), an impromptu shindig, a Hobbit hole home(!) and outdoor seating. The east side of the park is particularly hilly and semi-rugged, the paths and trails slithering between the higher peaks, with bridges spanning streams, water falling from the higher slopes, with the local bears keeping their eyes on things.

Calland, May 2025

Two islands complete the setting. The larger, sitting to the north-west, is connected to the rest of the region via two bridges. A large house and grounds take up its space. Again, I’ve no idea if it is intended to be a private residence or not; however, as I did not wish to invade privacy were it to be so, I didn’t dally there.

The second island sits within a bay on the north side of the region. Cut off from the rest of the landscape by water, it is home to the Racoon Creek camp ground. The best way to reach it without flapping your arms and taking to the air is via the zip line that extends down from the hills in the middle of the mainland area to the pier at the entrance to the camp site. For getting back across the water after a visit, try using the local bubble rezzer on the arrival pier.

Calland, May 2025

Tranquil and with considerable details throughout (there is much I’ve intentionally not mentioned here), Calland is a charming place to visit, offering a fair amount to do and a lot to appreciate.

SLurl Details

  • Calland (Calland II, rated Moderate)

Sunday, May 18th: Bay City turns 17 in Second Life

Bay City 17th Anniversary, 2025

Bay City, the first major project undertaken by the Moles of the Linden Department of Public Works (LDPW), will be turning 17 on Sunday, May 18th, 2025. Citizens of Bay City will be joining in celebrations to mark the anniversary, with a parade, music and entertainment, and residents from across of Second Life are invited to visit Bay City and join in the celebrations.

Activities will kick-off at noon SLT, with a parade line-up at the band shell in Bay City – Harwich. At 12:30 SLT, the parade will commence its way along the City’s Route 66, and proceed to the Bay City Fairgrounds in the North Channel region for an afternoon of entertainment and fun.

Bity City Parade Route 2024

DJ GoSpeed Racer will be providing the music throughout the parade, which will be followed by at live concert from 13:30 SLT onwards at the fairgrounds. The line-up for the concert this year comprises (all times SLT):

  • 13:30-14:30: Aubryn.
  • 14:30- 15:30: Mimi Carpenter.
  • 15:30-16:30: Jesie Janick.

As usual, celebratory goods are available at the Bay City Community Centre, in the Daley Bay region for those who wish to be a part of the parade. Ample viewing areas are provided, such as those at Orleans and Falconmoon. The event is also open to anyone who wants to attend, not just Residents of Bay City

About Bay City and the Bay City Alliance

First opened for initial viewing in May of 2008 and with parcels throughout the city being auctioned soon after, Bay City is a Mainland community which has shown itself to be one of the highlights of Second Life: a blending of Linden infrastructure and a strong, friendly community of involved residents who give the area its unique charm. It is home to the resident-run Bay City Alliance, also founded in 2008, to promote the Bay City regions of Second Life and provide a venue for Bay City Residents and other interested parties to socialize and network. It is now the largest Bay city group, and home to most Residents of Bay City.

Each year, in honour of Bay City’s founding, Bay City residents come together with this special celebration.

Anniversary SLurls