New Second Life product coming soon...Posted on Saturday, 20th of November 2010 10:10:05 AM by Max Bainrot. Permalink
Been meaning to post this but never got around to it.
Recently I have been developing a dynamic maze generator for Second Life.
It's becoming more and more stable and with some changes I am going to make it should be ready for distribution shortly.
Maximum maze size: 32x32 (with a 8x8 meter grid size, it covers a whole region.).
Rez time @ Max size: Approx 17m 38s
Number of pieces @ Max Size:
Maximum Theoritical: 2048 (maxed out grid)
Usual prim count: 1026 (1024 + one stray + the rez box)
Reasons for limitations of the maze size:
1) It takes too long to generate a grid much bigger than 32x32
2) Data restrictions in second life, you can only receive 2048 bytes in a llHTTPRequest, and thus the maze is limited in that.
3) I don't think the region can handle many more objects being de-rezzed as it nearly falls over when you click "Clean up" and 1024 prims go POOF!
Hopefully once I get around these issues, port the maze generator over to LSL-MONO etc.
I will soon do a video of the rez :)
- Make de-rezzing more simulator friendly
- Port the maze generator over to MONO-LSL (not LSO-LSL as it has jack shit memory)
- Add the ability to store the UUIDs of prims, so you don't need to delete the maze to re-generate.
- In general, make it more simulator friendly
- Add support for anti-regen whilst an avatar is inside (How pissed would you be if you were near the end and the maze regenerated?)
- Add code to rez the outside walls of the maze (the -x and -y axis to be precise :) )
- Optimize the code so it doesn't chew up most of the script memory to allow for bigger and better mazes :D
- Implement some kind of protocol that allows for fragmentation of maze assembly messages allowing for larger grids.