Category Archives: OpenSim

OpenSim Gallery

I have some ideas about some interesting and unique games that can be developed in OpenSim. But I think the threshold for using Second Life/OpenSim today is too high. For a pilot project I thought I’d do something simple, so I decided to do an image gallery. I asked my aunt (Karin White) which has… Read More »

OpenSim in Visual Studio on Win64

Note! Article applies to developers using Visual Studio on 64-bit Windows. Visual Studio is a great tool. Most developers who can use it should. Currently OpenSim has some problems with 64-bit mode. This is because we have some native .dll’s and .so’s such as: SQlite ODE OpenJpeg + more SQLite you can do without by… Read More »

OpenSim tackles high load

3Di have provided us with some new fancy features being added to OpenSim over the next few days. Region splittingAllows multiple physical computers to cooperate on maintaining one region. This is good for scenarios where you would want a large amount of people in the same region (think large events). OpenSim has already proven the… Read More »

Objectifying LSL

A few months ago we decided to make a distinction between SL’s LSL2 and our own LSL implementation. This mainly because we were planning to add new features to the language. But also to make people understand that the compatibility may not be 100% – at least not for some time into the future. One… Read More »

New common framework

I have moved most of the code from OpenSim.Region.ScriptEngine.DotNetEngine to OpenSim.Region.ScriptEngine.Common. Right now we have only one ScriptEngine, and its purpose is to emulate a Second Life script engine by executing scripts put into prims. But in the future I expect different kinds of script engines such as controllers that manipulate in-world game rules or… Read More »

ScriptEngine with many regions per server

I have added a whole lot of detailed config options in OpenSim.ini.example that can be used to control DotNetEngine. Many of these are specific to Common, some are specific to DotNetEngine. You can now control a lot of detailed stuff that you usually wouldn’t care about. The reason why these options are there now is… Read More »

ScriptServer

ScriptServer is “almost done”. Meaning it is capable of doing everything except communicating from a script to OpenSim. For this I need to abstract the layer between llFunction() and the actual implementation. Which already is in part done.However ScriptServer has not been a priority lately. For those who dont know the difference: ScriptEngine is a… Read More »

Script engine implementation

I just wrote this contribution to AWG: http://wiki.secondlife.com/wiki/Tedds_stand-alone_script_engine It explains how and why on my opinions on the future script engine implementation.

A peek on new architecture

This is where my planning is at now.It was very complex, and after redrawing it a few times I neded up at this.Still not 100%, but getting there…