DotNetEngine and xengine

The realizationBefore my hands went bad I started the process of introducing a new common way of implementing script engines. This came from the realization of two things. First of all that many had difficulties understanding how to implement their own engine variations based on current engine, and second that not all developers are willing to conform to… Read More »


Hello… Is this thing still on? Ok, its a while between each post. The amount of time I have varies. Lately I’ve been disabled by some inevitable hand-hurting as a result from effort in another project I worked on. I’m also in the startup phase with a new company, so time is still not something I have an… 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 potential of holding… 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 thing is implementing… Read More »

New languages

DotNetEngine has received a couple of new languages: VB.Net and JScript.Just add //vb or //js as the first characters of your script. Examples here: LSL support has also been improved to support states and also a minor patch for functions inside . It seems like LSL is starting to run ok now.

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 objects from a… 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 because 1) Common… Read More »


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 .dll that OpenSim… Read More »


I guess its that time of year again when I write my blog post… It’s been a while… :) I’ve been busy with RL work. Sadly that work doesn’t involve OpenSim just yet. But now I’m back and I thought I’d put some words here. I’ve picket up where I left off on ScriptServer. Not so much to… Read More »

Script engine implementation

I just wrote this contribution to AWG: It explains how and why on my opinions on the future script engine implementation.