By Avatar JayR Cela
Ok this may seem a bit far fetched on my part, but look at all the pieces being correctly placed on the Chess Board.
Rod Humble has a well established, and successful background, Phillip Rosedale is a visionary, Mitch Kapor is a brilliant and wealthy investor.
Add into the mix a really great SL Viewer Developer Lead, Oz Linden, and let me tell ya, this guy has a fantastic, ongoing relationship with the various contributing Open Source Third Party Developers
I have not been to any of the SL Server meetings yet. Mostly this is because I am afraid to venture onto the BETA Grids again.
Every time I come back fron a Beta Grid it is a pain in the ass. My Inventory gets all out of whack. This may because I am a Staunch FireStorm User, and refuse to work with the official SL Viewer release.
Other than that, it seems as if the LL Server team finally figured out CCNA 201 ~ Load Balancing !! And now after / hmmm let me see now, I been complaining about this issue since 2006.
Lordy ~ Lordy / Praise Be ~ We can now finally use our Sail Boats, Airplanes, Spaceship's and what ever type of Vehicle you happen to have, and actually cross between Simm Boarders with out going completely Hay~Wire !
This Is Very KOOL !!!
Now you couple this with the various acquisitions by the Lab, and the ability for a lot of very creative independent, talented, low budget game developer's having the ability to enter a ready made intergrated design and test platform.
Who's the Fox ?
SecondLife Could easily become the next Game Development Platform of choice, especially for Indie's.
JayR Cela :_)
2 comments:
You say, "We can now finally use our Sail Boats, Airplanes, Spaceship's and what ever type of Vehicle you happen to have, and actually cross between Simm Boarders with out going completely Hay~Wire !"
Is this from any Sim to any Sim?
Also, anyway to get the nitty-gritty techie details??
Hi there Alex,
What I am trying to say is that Simm Border crossing has been a perpetual thorn in everyone's side since as long as I can remember. This in my opinion was more and likely caused by poor load balancing within the Server Side of things.
An entire Simm 256 x 256~m although a relatively large enough area for small scale basic game design is no where near the massive virtual land area that let's say a massive MMORPG would require.
The ability to move smoothly from one simm to another is an imperative goal, towards development of an enjoyable user experience for such large scale projects.
It seems to me that goal has been for the most part met.
Thanks for taking the time to leave your comment.
JayR Cela :_)
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