Beta mesh

Jack Linden posts today that the Mesh beta import programme opens today. As previously posted, Mesh offers the potential to revolutionise the appearance of objects into-world, and also avatars, clothing and the rest, and has been a long time coming to SL.

As one would expect, the Beta is active on the Beta grid and requires the use of a dedicated version of Viewer 2 in order to upload and import Meshes. The former is understandable – there is still much to be understood about Mesh without further screwing up the main grid; the latter decision, while unexpected, may yet see some howls from people not that enamoured of Viewer 2. BUT…in keeping with their promises at SLCC 10, and providing people have a little patience, the howls should be short-lived as the code base for the Mesh imports is targeted for release via Project Snowstorm wiki, so that Third Party Viewer developer can incorporate it into their own code.

It’s going to be interesting reading-up on feedback on the project and seeing how well LL respond to the feedback, particularly with reference to improving the Viewer side of things, which, as with everything else, is “still in development”. If we’re brutally honest here, LL haven’t responded overly positively when listening to valid concerns about Viewer 2 and its associated tools so far…

Nevertheless, this move should be welcomed; one still has concerns about the overall impact of Mesh on businesses across the grid; there is a potential for mesh to be more revolutionary than evolutionary in that regard – and many may not be able to easily adapt. Personally, I hope that we see the two types of content creation also meshing – with traditional builders who cannot manage Mesh creation able to work alongside those with Mesh skills who don’t have the desire to work with the older tools. But – time will tell.

Mesh-ing around with Second Life

Jack Linden has announced the next steps in the scheme of things to establish “full” Mesh imports into Second Life.

Mesh has been something of an elusive Holy Grail for many when it comes to content creation in Second Life; it’s been promised for years and various You Tube videos demonstrating it have been around for almost as long, yet it has always remained tantalisingly over the horizon, leaving those wanting it faced with gazing at tea leaves in an effort to guess when it would actually arrive.

For those unfamiliar, Mesh is the system used to create our avatars, using a complex series of polygons to render highly detailed forms. Mesh is common through the gaming world, and is alive and kicking in “rivals” to Second Life such as Blue Mars.

Unlike the current system of primitives, Mesh constructs are created using graphics rendering programs that provide a complexity of detail far beyond anything that can be achieved in-world – as the images and videos accompanying the announcement show. They could, quite simply revolutionise and revitalise Second Life.

Mesh properly entered the SL roadmap earlier this year, with Mark Kingdon and others indicating that it would be entering a beta phase around now, with a potential roll-out by the end of the year. However, following Kingdon’s departure and Philip Rosedale’s “return”, things on the Mesh front went quiet – almost ominously so, with barely a mention being given in various addresses, prompting some to wonder if the entire idea was once again vanishing over the horizon. It was not until SLCC 10 in July that Philip confirmed the plans were still moving ahead, although on a revised timetable.

Now Jack’s blog provides further – if sketchy – insight to further moves.

There is little doubt that given the capabilities presented by Mesh, that it could very well revolutionise the appearance  – and possibly the appeal – of Second Life; as such, its arrival should be largely welcomed; but that is not to say there are still concerns surrounding its eventual use. Question such as how it will be placed alongside the “traditional” means of prim-based design and construction of objects and what Mesh means to those who are proficient in prim building, but who are unable to move to 3D rendering for whatever reason. There are even questions around how it could impact in-world “building for pleasure” activities. Beyond this, as N, a good friend with considerable knowledge of 3D rendering, there is also the question of intellectual property and ripped content; there are already masses of rendered material out there, much of it in breach of established copyrights and IP rights: what mechanisms will be put in place to prevent such material flooding into SL?

It’s good to know Mesh is coming; but I think it far to say there are many who are as anxious about the answers to some of these questions as they are enthusiastic about the arrival of Mesh.

Server 1.38 rolls outs

Following the recent announcement on the subject, sever release 1.38 has started arriving, and with it the first steps in script management, together with other goodies.

Some 20% of the grid will be used as a pilot environment during the roll-out, with the rest of the grid receiving the update (assuming the pilot goes well) by the 6th April.

For scripters / builders, there are a series of new LSL commands than mean that (a) a lot of us are going to be busy for a while and (b) overall script counts / memory loading for certain functions should be reduced as the new functions are adopted. Initially, the ability to incorporate the new functions (for those that use them) will be limited to those working on 1.38 server sims (obviously) – so many of us are going to have to wait until after the roll-out has been completed before we start determining what needs to be changed.

As far as the script management tools are concerned, these are only available for those using Viewer 2.0; the functionality is not being back-ported to Viewer 1.2x (unless third-party developers opt to do so).

Ciaran Laval currently gives an overview of the new About Land script information tabs, and if it is not old hat by the time my home sim receives 1.38, I’ll likely have a few words on the information displays as well – unless, of course, Linden Lab keep to Jack’s stated promise and provide the necessary Information themselves. In this regard, and even allowing for the current roll-out being a pilot, I was somewhat surprised that nothing on the situation was posted in the LL blog (although a brief note did eventually appear in the Grid Status links).

Reaction to the new server code has so far been good –  those in the pilot are reporting good stability and overall improvements in sim performances. Doubtless, part of the latter is down to 1.38 fixing the Mono rezzing / start-up bug that would cause massive lag spikes.

Providing LL communicate the new script management tools and their limitations clearly, and estate owners can communicate matters to their tenants as well, 1.38 will hopefully be a boon to SL overall.