A Feather Mantle in The Outer Garden, Second Life

The Outer Garden, December 2024 – click any image for full size

It has been just over two years since my last visit to Bisou Dexler’s The Outer Garden, a place of beauty and enigma, art and creative spark, and peace and contemplation. It’s a location which generally combines two settings, once which may change on a very subtle level from time to time / with the seasons, and the other often presenting something completely new.

The first of these settings is home to the main Landing Point. It is a sky platform occupied by the decaying hulk of a once grand manor house; one now with roofing gone and walls broken and cracked, and signs in places of attempts to rebuild. A long hallway stretches before arrivals, pointing the way to a distant stair climbing to a round window.

The Outer Garden, December 2024

Rooms sit to either side of this hallway, one to the right  two on the left. The first, and closest to the landing point, appears to have one been a grand chamber. Now flooded by the waters pouring in from the walls, it is a beautiful garden space, with a snowy floor (as with much of the rest of the building) and pools through which the water tumbles and poppies, lobster claw, cattails and herbs grow, and over which gnarled trees hang their boughs.

A hole in the wall here offers access to the remnants of another grand room, of which little is now left but for columned wall sections and a tumbled tower, its sides open to the snow-covered gardens wherein multiple attractions might be reached and numerous more opportunities for photography found. Or’ if preferred, tea might be taken within might have once been a further hall linking two wings of the now broken and tumbling house.

The Outer Garden, December 2024

Of the other rooms, one offers itself as a living space come boudoir; a place of music, art, and retreat, the jumbled furniture, floating balloons, musty books on their shelves and the detritus of a fallen ceiling and roof  giving it a sense of romantic charm. Beyond it sits what appears to have once been a private garden space or courtyard, separating the lounge / boudoir from the empty shell of the second room which can only be accessed from the grounds outside.

The long hall itself is (as ever) beautifully dressed and well frosted with winter, again offering multiple opportunities for photography. However, closest to the landing point is an introduction to the second setting within The Outer Garden, together with the first of two teleports leading to it. Simply sit at the mirror and select the option To Find Solace. On arrival, walk through the tunnel with its 3D representation of a garden from a Ukiyoe painting to where a trapeze artist’s ring hangs and you can teleport on to the main art installation (it doesn’t matter which of the listing destination options you choose.

The Outer Garden, December 2024

Your destination will be a gorgeous 3D representation of a traditional Japanese painting, one which draws on Hagoromo, one of the most-performed Japanese Noh (dramatic dance) plays. Subject to multiple adaptations over the centuries (including W.B. Yeats, who drew upon its story for his one act play, At the Hawk’s Well), it tells of s fisherman who, whilst out walking on a springtime night, happens upon the feather cloak of a tennin (an aerial spirit or celestial dancer) hanging on a tree bough.

Taking the hagoromo, the fisherman plans on keeping it as an heirloom; however, the tennin sees him with it and begs for him to return it to her, for without it she cannot return to the heavenly realms. taking it, and demands its return – for she cannot return to Heaven without it. At first, the fisherman refuses, but touched by the tennin’s sorrow, he relents: he will return the hagoromo to her – if she will show him her celestial dance.

The Outer Garden, December 2024

After hesitating in turn, the tennin agrees to his terms and she performs a symbolic dance honouring the Moon and its phases (represented by the number three, five and fifteen), before the fisherman returns her cloak to her, and she vanishes, “like a mountain slowly hidden in the mist”.

Within Bijou’s Hagoromo, elements of this story are present; there are fish to represent the fisherman, there’s the shoreline where he walked with his friends; little island sit on the water whilst the Moon can be seen in a number of symbolic forms. However, what is offered should not be taken as any literal interpretation of the play; rather, it is, as noted a 3D celebration of traditional Japanese art into which we can step and experience from within.

The Outer Garden, December 2024

Multiple places to sit are available for this, including what I’m going to calla “celestial cart” which can carry visitors around and through the painting.  To explore on foot, simply pass under the line of Torii gates and drop down to the level below, and then from there make your way around (and down) to where another mirror teleport will return you either to the Torri gates or back to the intermediary teleport point, with the mirror there taking you back to the main landing point.

Throughout all of this there is a sense of serenity to be found; wandering the halls of the house or along the covered walkways of the painting, there are no distractions of unnecessary sounds or music (which is not to say The Outer Garden is entirely without sound; rather sounds are restricted to where they need to be), allowing the mind to settle and appreciate without undue agitation.

The Outer Garden, December 2024

Magical.

Related Links

A holiday gift from the Lab: 6 months access to MadPea Unlimited in Second Life

MadPea Unlimited – free access to all SL residents for 6 months

Update: January 1st, 2025, MadPea Unlimited is now open.

On Monday, December 23rd, 2024, Linden Lab announced a special holiday gift for all Second Life users: six months access to the upcoming 2025 seasons 1 and 2 of MadPea Unlimited, which commences on January 1st, 2025.

MadPea is well-known name within Second Life, producing a wide range of interactive games, adventures and experiences in Second Life, some of which I’ve covered in these pages. Unlimited is MadPea’s subscription premium group, providing members with early access to games and experiences, product releases, gifts, and hunts. Membership costs L$6,000 for three months.

With the gift from Linden Lab, residents get 6 months access to MadPea Unlimited – that’s two Seasons of Unlimited activities normally valued at L$12,000 – from Wednesday, January 1st, 2025 through until the end of June 2025. As such, the package includes all of the membership benefits through the first two seasons of MadPea Unlimited 2025.

What MadPea Unlimited brings you
Why We’re Doing This
Second Life is all about celebrating creativity, community, and connection. By teaming up with MadPea Productions, we’re giving our residents the opportunity to experience some of the most innovative and engaging content available in our virtual world. Since 2008, MadPea and its talented crew of designers, writers, developers and artists from all around the world have been creating immersive and thrilling fun across over 100 gaming experiences with a large and active ‘Pea’ Community of well over 26,000 players. Whether you’re a seasoned explorer or new to Second Life, this gift is our way of saying thank you for being part of our vibrant community.

– From the Linden Lab blog post about the MadPea gift

An important note with the gift is that is does not require any sign-up or commitment to any on-going subscription; to participate, all residents need to do is hop along to the MadPea Unlimited region from January 1st, 2025 (the region and its SLurl will be be public on the 1st) and join the fun.

This is NOT one of those things where we give it to you, you sign-up, and then six months later, you’re automatically going to get dinged every month or something like that. This is a pure gift. They’re [MadPea] taking down the paywall for all of our residents for six months. At the end of the six months, we may continue it; at the end of the six months we may stop it – but there’s no obligation; it’s purely a gift, and hopefully people will enjoy it. 

– Linden Lab Executive Chair, Brad Oberwager, discussing the MadPea Unlimited gift with me

From the MadPea Unlimited Season 1 2025 page

Obviously, even should the offer not be extended, anyone who has joined in the fun and enjoyed themselves through the six month gift period can always opt to take out an Unlimited subscription directly with MadPea at the end of that time if they want; but the key thing here is that for the duration of the gift period, no sign-up is required.

As a former MadPea player, I’ll be looking forward to the opportunity to renew my involvement in MadPea’s adventures – so maybe I’ll see you there!

Related Information

2024 SL viewer release summaries week #51

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

Updates from the week through to Sunday, December 22nd, 2024

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 7.1.11.12363455226. formerly the ExtraFPS RC, dated December 17, promoted December 19 – New.

LL Viewer Resources

Third-party Viewers

V7-style

  • Kokua: 7.1.11.56575 (no RLV) and 7.1.11.60188 (RLV variants)  (ExtraFPS), Dec 21 – release notes.
  • Megapahit version 7.1.11.53092 (ExtraFPS) – December 19 – changelog.

V1-style

  • Cool VL Viewer Stable: 1.32.2.29, December 21 – release notes.

Mobile / Other Clients

  • SL Mobile (Beta) version 2024.12.536 / 0.1.529- December 20.

Additional TPV Resources

Related Links

Seasonal art at Michiel Bechir’s Gallery in Second Life

Michiel Bechir Gallery, December 2024 – Inara Pey

Currently open at the Michiel Bechir Gallery in Second Life over the 2024 end-of year holidays through into the New Year, is a seasonal exhibition of art and photography featuring displays by four photographers and artists, together with a small art gift market.

The four featured artists are: gallery owner Michiel Bechir, together with curator Maggie Reno, both of whom have displays on the ground floor of the gallery; with Sophie (Ishtar7Inanna) and yours truly occupying the two upper floor halls. The individual collections on display range in number from 10 to 14 images, with the majority of the picture featuring wintertime landscapes, into which indoor images celebrating the season and avatar studies have been mixed.

Michiel Bechir Gallery, December 2024 – Maggie Reno
I truly embrace the beauty and comfort of winter and December! The season seems to bring to me a sense of peace, joy, and connection. The imagery of the colours, smells, the sound of rain and the warmth of home captures a cosy, reflective atmosphere.
It’s wonderful how the contrast of snowy landscapes and seasonal colours can make even the simplest detail feel special. 

– Maggie Reno, introducing her images

With her images, Maggie reflects her comments on the season by presenting a combination of outdoor and indoor images. The former, with their snowy landscapes almost monochrome in tone, thanks to the snow and skies, in which sudden bursts of rich colour – particularly a seasonal red – burst through; thus they encourage us to experience both the physical coldness of crisp winter days and the emotional warmth Maggie references. The indoor images, meanwhile, speak to winter comforts of family, celebration, love and contentment.

Michiel Bechir Gallery, December 2024 – Sophie (Ishtar7Inanna)
Each of my works captures something different, yet together they forma kaleidoscope – a reflection of how I see the world. 
These pieces are stories of life told as it is: filled with joy and sorrow, love and loneliness, but always illuminated by a glimmer of hope for something better. 

– Sophie, on her selection of images entitled Kaleidoscope

Sophie’s exhibit is perhaps the most broad in terms of content, featuring winter seasonal images mixed with those presenting a mix of warmer scenes and autumnal-looking settings. All are evocative and attractive, as are the avatar studies also included in this 14-piece collection.

Michiel Bechir Gallery, December 2024 – Michiel Bechir
Step into the serene beauty of winter through the lens of Michiel Bechir. This captivating collection of 12 photographs explores the quiet magic of the season, showcasing both breath-taking landscapes and intimate portraits of of people amidst the winter’s embrace.

– The introduction to Michiel Bechir’s collection Winter in Focus

Rich in tone and content, Michiel’s pieces largely focus on landscapes and settings. Each offers something of a story of the season within its frame: embarking on a winter holiday, possibly at a special retreat; the beckoning peace of the country land drifted in snow; the beauty of frosted, denuded trees seemingly on parade; the promise of a warm fire within the stout walls of comfortable cabin after a long walk through a snow-blanketed landscape, and more.

For my part, I’ve simply tried to express the sheer beauty of places I’ve visited over the winter months across the last decade. Each is a place I’ve especially appreciated and which has been lovingly created for us to enjoy. I hope they encourage you in your explorations of Second Life.

Michiel Bechir Gallery, December 2024 – Art Gift Market

Outside of the gallery and around the ice rink, is a set of 10 cabins. Nine offer a gift of an image from an artist – Raven Arcana, Tegan Tenby, TaniaAltAlbatros, Jamina Moon, Emma Jane, Sophie (Ishtar7Inanna), Hannah Starlight, Prins Evergarden and Charlotte Belladonna. The tenth offers Christmas greetings from the Gallery’s team.

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A touch of Decopunk and a Neverever Land in Second Life

Decopunk Metropolis, December 2024 – click any image for full size

Hera (zee9) opened a couple of new settings for people to enjoy in the run-up (and hopefully over) the holiday break (Hera’s builds do tend to vanish rapidly, so an early visit is always recommended!). Entitled respectively Decopunk Metropolis  and Neverever Land, they offer very different settings one to the other, with a hint of each of their natures given in their names. Both can be reached from the primary Landing Point, and given the introductory notecard to Decopunk Metropolis is offered at the Landing Point, I’m going to start with that setting.

Decopunk is one of the many offshoots of the original cyberpunk genre which have sprouted down the years. As the name might suggest it is centred around the art deco and Streamline Moderne art styles, folding into itself the likes of Fritz Lang’s Metropolis (1927) and 1991’s The Rocketeer. Technically a subset of dieselpunk (interwar period through to the 1950s), Decopunk remains firmly anchored in the period running through the 1920 to early 1930s.

Decopunk Metropolis, December 2024

All of this is presented in Decopunk Metropolis, which neatly echoes Hera’s Blade Runner / Drune style of design, in that we are placed within a city-style environment. However, it is one very different in styling and presentation; not Blade runner hints here; instead the references touch on Lang’s film whilst folding into itself physical-world Deco touches (perhaps most obviously New York City’s Chrysler Building).

Within it, and in difference to builds like Brutal City (which I wrote about here), there is no clearly defined “ground level”; the buildings rise from the mist, lit windows staring out like so many eyes, their upper reaches pillared and ornate, lit by streams of yellow falling along their flanks and spotlights thrown bright pools of light into the heavens, all watched over  by giant rooftop statues staring into the night.

Decopunk Metropolis, December 2024

Which is not to say the setting is without roads; they are most definitely present – they’re just as suspended as the buildings, ornate arches rising over them as if holding them aloft as they wind between (and through) the towers. Occupying two levels, they are linked via great vehicular elevators, with the lower level of roads offering three routes of exploration from the setting’s airport, the arrival zone for those coming from the main Landing Point.

Two of these roadway routes form a loop of which almost reaches completely around the setting. It is just cut short from doing so on the south-east corner of the city, where the road ends at one of the vehicular elevators mentioned above. The western around of the road, however, makes its way all the way around the city to a point directly opposite the airport. This is home to the Cortez Hotel, a place crowned by an ornate tower and also to be reached by taking the arrow-straight road also departing the airport to cut across the setting, north-to-south.

Decopunk Metropolis, December 2024

In making the crossing, the road bridge passes through the tallest building in the setting, which has a spire rising from it that looks almost as if it is expecting an airship to nuzzle up against it. This tower is also home to the Moka Efti lounge, with its very Chicago meets Cabaret vibe, and the local casino. These offer their own attractions and  – should you find them (it’s not hard) each offers a light-draped footbridge spanning the gulf between it and the east and west towers. Paralleling the road bridges, these each have a elevator station at their far ends waiting to take you to their particular points of interest, be it the apartment house high up on the eastern tower (and reach by way of taking the elevator up from the walkway to the road bridge, and then again up from their to the apartment), or to either / both of the Starlight Jazz Club and the Shanghai Dragon (again passing by way of the elevated road level).

Another way of getting around is via the local The Fifth Element style taxis; only rather than flying your from point-to-point a-la Corbin Dallas, these will whisk you around via teleporting. Just touch the taxi sign on a waiting cab and then pick a destination from the list. Those finding their way to the garage at the airport might also avail themselves of the motorbike that can be rezzed there, whilst also, and for the keen-eyed, there are various metal catwalks and stairways which may additionally lead to little places of interest, if followed and climbed.

Decopunk Metropolis, December 2024

Neverever Land, by contrast, offers a somewhat tropical setting, located at the region’s ground level. It is reached by way of the main landing point, and then an intermediary point, where more about the setting can be learned.

As might be guessed from the name, Neverever Land draws inspiration from Peter Pan – more J.M. Barrie than Disney – and the various additional works to which it has given rise. Comprising a series of interlinked islands set against a tropical back-drop, each of which contains setting based on both J.M. Barrie’s work whilst perhaps casting a wider net, the easiest way to describe this setting is that of a Neverland where the inhabitants are grown-up, but who have never quite lost touch with their spark of childhood sense of adventure and imagination.

Neverever Land, December 2024

This is actually setting which Hera last revealed in 2021, and which I wrote about in Hera’s Neverever Land in Second Life. however, as with all of Hera’s builds this in not just a rolling-out of something she’s had in-world before; there are differences. Perhaps the most noticeable of these – and one which extends to Decopunk Metropolis, is the use of AI NPCs.

These come in multiple forms throughout both settings – human, automaton, animal, bird – even, should you find it, a sandwich which has having an existential crisis concerning its purpose (being eaten) and its desire to continue (clue: look towards the left-hand end of the bar in Moka Efti). Hera started experimenting with AI scripted agents with the help and support of Kacey Stratton (in fact, one of the scripted agents from Brutal City pops-up in Decopunk Metropolis, but with a different persona.

Decopunk Metropolis, December 2024 – yours truly with one of the setting’s non-AI NPCs, the dancer Elly

I enjoyed my interactions with several of the character in the Brutal City build, but confess I didn’t gain the same level of enjoyment with the majority of the characters here; whereas the AIs at Brutal City were largely conversational in nature, I found the AIs at both Decopunk and Neverever Land too expositional in their multi-paragraph replies. In mentioning this to Hera, she indicated there had been an oversight in keeping the AI responses more constrained. Whilst unfortunate in the way it – for me – killed interaction, it most certainly does not spoil a visit.

Rounded out with a nicely curated audio mix on the audio stream that fits the Decopunk Metropolis setting perfectly, I thoroughly recommend the city as a place to visit, and Neverever Land as a nice addition.

SLurl Details

2024 week #51: SL CCUG & TPV meeting summaries

Ashemi, October 2024 – blog post
The following notes were taken from:

  • My chat log of the Content Creation User Group (CCUG) meeting of Thursday, December 19th, 2024.
  • My chat log  of the Third Party Viewer Developer’s Meeting (TPVD) of Friday, December 20th, 2024.

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 held on alternate Thursdays at Hippotropolis.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times of both meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

    • Release viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – NEW.
    • Release Candidate: none at present.

ExtraFPS Notes and Rendering – Both Meetings

ExtraFPS Notes

  • The majority of legacy (non-PBR) skies should now look “extremely close” (if not “spot on”) to how they looked prior to the initial PBR release:
    • This is in part due to the default for the RenderSkyAutoAdjustLegacy debug setting being changed to False, which means that legacy skies should render close to the “pre-PBR” look, whilst leaving PBR skies unchanged.
      • This change in the default (from True to False) has caused some confusion among those using the Firestorm ExtraFPS beta versions, as they have been mistakenly switching the default back to True. This should not be done.
    • Tone Mapping is no longer applied the legacy skies, which should help eliminate legacy environments looking too bright / dark.
    • There is a chance that some legacy skies may have been missed, so the request is for those on non-PBR viewer to give ExtraFPS a try and check their preferred legacy skies, just in case. Issues should be reported via the feedback portal – including any noted issue with transitions when moving between different EEP settings.
  • Ambient lighting should be generally improved and “much more consistent” with pre-PBR viewers.
  • Exposure has been reset to 1.0.
  • As a part of the performance options for lower-specification machines, there is now an options to disable HDR rendering and emissives (single check box).
    • This should be automatically unchecked for those running on very low-spec systems (e.g. those running with Intel HD graphics), but those on lower-spec machines might want to check.
  • It terms of overall performance on older hardware types, LL believe theta in the “vast majority” of cases, ExtraFPS runs on a par with FPS rates seen on pre-PBR viewers.
  • Absent from ExtraFPS is the updated alpha/linear/exponential (aka alpha/gamma) settings. This is awaiting decisions around matter of permissions to allow people to apply the changes to legacy content they might own but for which they may not have the required permissions. The hope is to have this in an future viewer as an update.

General Rendering Comments and Feedback

  • The PBR deployment has made LL particularly aware that significant changes which may impact viewer performance need to be monitored far more on a case-by-case basis in terms of older hardware types (graphics cards / types, etc.), rather than looking at across-the-board averages.
    • As has been previously mentioned in CCUG meetings (and elsewhere), this has led to the graphics and viewer teams spending time pulling together older hardware and cards to build what has been unofficially dubbed the Potato Farm, so that changes can be tested against specific older hardware known to be popular among SL users.
  • The Graphics Team acknowledge Linden Water still “doesn’t look anywhere near as good as it should”, and is part of a series of legacy consistency issues they are still addressing.
    • In particular, Geenz Linden noted that Screen Space Reflection (SSR) is “in need of improvement”, but LL just have not had the cycles available to work on it. He has ideas on how things can be improved without having to uproot everything, and hopes that there may be an opportunity to work on them in 2025.
    • One suggestion was to place a glTF transmission texture on Linden Water to help resolve problems. However, this doesn’t appear to be an option due to Linden Water rendering being “kind of incompatible” with the glTF materials specification.
    • Bringing back water reflections to a point where they matched pre-PBR water reflections is seen is expensive in terms of performance, ergo while improvements will be made, they are unlikely to offer the same level of real-time reflections as seen “pre-PBR”.
  • Firestorm ExtraFPS Beta: Firestorm have been iterating on a beta version of their viewer incorporating the ExtraFPS updates. However:
    • Geenz Linden noted that there are some “broken things” in the Firestorm ExtraFPS beta which are leading to some “very noticeable differences” between it and the official ExtraFPS. He is currently working with the Firestorm team to try to correct these issues.
    • The environment doesn’t always change over to the local shared environment on a region crossing (physical or teleport), together with ambient reflection probes getting discarded and rebuilt as a Day Cycle advances to the next preset (keyframe). This is not something the Lab’s graphic’s tam have noted on their viewer; if it can be reproduced on the official ExtraFPS release, bug reports would be appreciated.
  • It has been noted that cube reflection probes do not affect water (although spherical probes do appear to affect water). It’s not clear if this is an unintended breakage as a result of various testing (e.g. with water reflections) or intended (as those in a position to address this question are out of the office on holiday breaks).
  • Tone Mapping:
    • Tone mapping is a highly subjective area – what looks good to one person might not appeal to another.
    • Because of this, and without changing defaults beyond what have been set within the ExtraFPS viewer – the Lab is seeking to provide choice by making options available (e.g. the Khronos Neutral Tone Mapper as well as ACES), and through options to adjust tone mapping (which will eventually be including in the Sky Settings floater), enabling people to make choices for themselves.
  • To assist with manging environment-related settings, Geenz Linden hopes to move things to enable asset versioning for sky / water assets, thus allowing for easier maintaining of legacy code paths when required, which in turn should help with avoiding some of the issues seen with the likes of sky settings in the move to PBR / glTF.
  • Requests:
    • Allow arbitrary meshes to be used as reflection probes. Whilst this could help with fitting probes into difficult spaces (e.g. within cave tunnels), arbitrary mesh shapes as probes are not seen as particularly performant, particularly WRT lower specification systems.
    • Allow blending on reflection probes so that neighbouring / overlapping probes offer smoother transitioning (such as at the entrance to a cave or tunnel or an entrance into a darker interior. In theory this could be done.
    • Provide a new means to “hide” Linden Water from the interior of boats, etc., in a manner similar to using invisiprims under the (now defunct) Forward Renderer. Unfortunately there is no easy means of providing occlusion volumes for Linden Water to replace invisiprims in this use.
  • A lot of questions on PBR Materials which really boiled down to the need for more informative documentation / FAQs / tutorials.

TPVD Meeting

The Lab Using TPVs

  • A long standing policy at the Lab is that staff and contractors have been required to only use the official viewer, and that bugs reported to the Lab need to be reported using the official viewer.
  • In recognition of the widespread use of TPVs – notably, but not exclusively, Firestorm – this policy is now changing.
  • The Lab has already taken steps to implement the ability to build Firestorm internally and with the necessary security options in place to make it “safe” for use by Linden personnel and contractors.
We’re all using Firestorm more … so we can be helpful if need be on integration work and stuff like that with Firestorm. There were security changes in general to allow Lindens to log-in to any third-party viewer, but we’re definitely changing to respect that Firestorm in particular comprises almost all active use of Second Life today and we’ve got to do everything we can to make sure it’s working first, even before our own viewer.

– Philip Rosedale, TPVD Meeting, Friday December 20th, 2024

  • This does not mean that the Lab is adopting Firestorm or taking any form of control over it (or any other TPV); the Firestorm team remains in control of their viewer,  and the roadmap and plans for it. Rather, the aim is to provide assistance for Firestorm and other TPVS where it is needed.
  • Right now for Firestorm, this assistance – as noted above – is focused on evaluating the ExtraFPS code and performance updates for inclusion in Firestorm as quickly as possible.

The Viewer Structure and Open-Source Development

  • The above led to Philip expanding on some of the issues which have arisen due to the way in which the viewer was coded and opened out as a open-source project.
Looking all the way back to 2005, which is when I think we open-sourced the viewer, we didn’t have the team then – nor do we have it now – to properly separate the viewer into into a bunch of modular components that could connect to each other and have plug-ins attached to them in a way that Chrome does. I think that coming back now and being the CTO and looking at what’s going on, one of the elephants in the room is that the structure of the code doesn’t support extensions and plug-ins in the way that would make sense for a properly-run open-source project. I say that without a specific solution in mind, I’m just recognising it. 

– Philip Rosedale, TPVD Meeting, Friday December 20th, 2024

  • Because of the approach taken, the viewer code has become “a plate of spaghetti”, with third-parties developers able to open the code up and make changes then deem necessary at any point in the code.
  • This has been further exacerbated by the lack of overall documentation for the viewer that might be constructively used by developers internally and externally to the to the Lab to understand the viewer code – a point that is again acknowledged.
  • Ideas for trying to make the viewer code more modular are being looked at, but no decisions  – much less a roadmap – for starting to do so have yet been reached.
    • As both Philip Rosedale and Vir Linden noted, the fact that there has been 15-20 years of open-source viewer development, with TPVs (and the Lab) picking their own paths does make doing so “tricky”.
    • One possible avenue being considered here is trying to separate the viewer UI more from the underlying rendering engine, potentially making updates to either less intrusive either way.
  • An additional goal of the work currently being carried out to support Firestorm with ExtraFPS is to try to ensure the code in question can be more easily pulled-in by other TPVs as well.

General Discussion Points

  • Web development:
    • The Marketplace is written on Ruby on Rails, communicating with a SQL running on Redis, an infrastructure which is making it hard to chase down query optimisation problems.
    • As a result, there is a likelihood that some engineering support is going to be pivoted towards SL’s web properties and infrastructure, which may result in work in the viewer / server areas slowing down.
  • Open positions at LL:
    • Time was taken in discussing current (at the time of the meeting) open positions at LL – server developer, Mobile developer and senior product manager.
    • This touched on some of the upcoming features coming to Mobile – such as the Lobby capability due to surface in SL Mobile during Q1 2025 (see: Second Life Blogger Town Hall, December 2024: Mobile, marketing and more).
    • Specifically, there was a request for any Second Life developers / users who have the requisite skills for the posts and who might be looking for a career change (or who know someone who does / is) to considering applying / pointing people to the Lab’s careers page.
    • In addition, Philip noted, in line with the above web development, the Lab is seeking expertise in Ruby on Rails development (preferably with SQL experience as well) – although this is not currently advertised on the LL careers page. Anyone who has / knows of such experience can contact him – preferably via e-mail.

Next Meetings

 

† 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.