Difference between revisions of "User:Zero Linden/Office Hours/2007 Feb 13"
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Revision as of 16:01, 19 March 2007
Transcript of Zero Linden's office hours from 2007 February 13th:
[12:55] Redd Nyle: Hey there Zero [12:55] Thermoriax Golding snugs her wings back around Zero... [12:55] Johnny Clarke: u r the linden.. xD [12:55] No room to sit here, try another spot. [12:55] Zero Linden: okay - I'll sit here [12:55] Zero Linden: hi all! [12:55] Johnny Clarke: heyhey [12:55] Dezire Moonlight: Hello [12:55] Thermoriax Golding: Hi, Low, Median... [12:55] Fremont Cunningham: Hello Zero [12:55] Redd Nyle: Thanks for having us! [12:55] Zero Linden: thanks for coming [12:56] Thermoriax Golding: There are quite a lot of us wanting tech info, ya... [12:56] Johnny Clarke: i think this is great.. [12:56] Johnny Clarke: and i actually thought, there would be more ppl [12:57] Everett Mills: Maybe people didn't realize it was 1pm PST. I'm East coast. [12:57] Johnny Clarke: i see a naked woman.. xD [12:57] Thermoriax Golding: People that /want/ to dig into Client/ Server handshaking...? [12:57] Redd Nyle: I'm glad there aren't, this is so much more personal [12:57] Dezire Moonlight: very true [12:57] Johnny Clarke: i guess were not complete yet.. ^^ [12:57] Thermoriax Golding: 1pm LindenTime, which is PST... [12:57] Johnny Clarke: but u r right [12:57] Zero Linden: what - there aren't enough people here for ya? there are for me! [12:58] Johnny Clarke: no, thats not what im saying..^^ [12:58] Thermoriax Golding: There... put my Developer cap on... [12:58] Zero Linden: okay - I have no format for this - and haven't done one before, so it's kinda open.... [12:58] Zero Linden: ... [12:58] Zero Linden: but [12:59] Zero Linden: I'd like to make sure that everyone gets to participate [12:59] Zero Linden: so don't take it the wrong way if I table a discussions [12:59] Zero Linden: for later [12:59] Johnny Clarke: sure thing.. [12:59] Redd Nyle: Can you start by telling us a little about yourself? [12:59] Zero Linden: if there really aren't any others, we'll come back to it [12:59] Zero Linden: Indeed [12:59] Zero Linden: I'm a "Studio Director" -- [12:59] Fremont Cunningham: maybe tell us what parts of the technology you know about, Zero? [12:59] Zero Linden: which is Linden-speak for a person who [13:00] Johnny Clarke: let him talk l0l [13:00] Zero Linden: leads a group of engineers on a related set of projects [13:00] Zero Linden: things that last more than just a few weeks [13:00] Zero Linden: my studio, Studio Icehouse, is working on message infranstructure -- the parts of the system that glue things together [13:00] Johnny Clarke: oO [13:01] Johnny Clarke: ouch.. [13:01] Zero Linden: since that is currently limiting our options in the mid-term future (like 6 mons. to a year) [13:01] Zero Linden: An example is teh dreaded "Message Template" [13:01] Zero Linden: which describes the messages that peices send to each other [13:01] Zero Linden: right now - every SW piece has to be running the same version [13:01] Zero Linden: which is why we often have to bring the grid down [13:01] Zero Linden: or force you to upgrade the viewer [13:02] Thermoriax Golding: Ohyes... I definitely want to talk about insystem messaging... [13:02] Zero Linden: our studio is working to remove that restriction from the template [13:02] Thermoriax Golding: Ever get the feeling you should have rented a stadium...? ;} [13:02] Zero Linden: whcih in turn will enable things like gradual sim updates, more optional viewers, estate owner choosing update time, beta tests as part of the live grid, etc.... [13:03] Zero Linden: gosh - welcome all [13:03] Tree Kyomoon: hello there! DId anyone ask about Mono yet? [13:03] Zero Linden: who knew this many nerds^h^h^h^h^hnice avatars would show up? [13:03] Dezire Moonlight: LOL [13:03] Thermoriax Golding: YOu just did... [13:04] Tree Kyomoon: :) [13:04] Tree Kyomoon: well?? the lack of arrays is killing me! [13:04] Zero Linden: okay - mono - [13:04] Thermoriax Golding: You have strings... you have Notecards... make your arrays... [13:04] Zero Linden: realize that the first roll out of mono will still just support the LSL language [13:04] Thermoriax Golding: How hard is it to make a translation layer...? [13:04] Zero Linden: which, alas, means crummy data structures [13:04] Tree Kyomoon: is there a plan to go ECMA [13:05] Fremont Cunningham: Crummier than now? [13:05] Zero Linden: well - MONO means that we have a VM that supports multiple langauges [13:05] Zero Linden: BUT [13:05] Johnny Clarke: why so many questions at once guys? keep it cool.. [13:05] Zero Linden: no no, not crummier than now - exactly as crummy as now - it will be the same LSL language [13:05] Redd Nyle: Guys, let's give some room, we'll get to everything. [13:05] Zero Linden: BUT [13:05] Zero Linden: adding support for another language [13:05] Zero Linden: will [13:06] Zero Linden: mena having to port/build interfaces to the whole LSL library [13:06] Zero Linden: and figuring out how to match the execution model of the langague to scripts in prims [13:06] Heather Goodliffe: Zero, theoretially we could add a a compiler to the open SL client that compiles other langauges and uploads the CLR? [13:06] Zero Linden: most languages run a main() function and quit... which doesn't match scripts on an object, now does it [13:06] Thermoriax Golding: No, but Realtime handlers do... [13:06] Zero Linden: Heather - yes, you could, but we aren't supporting the full CLR - as the full CLR didn't anticipate an environment like SL [13:07] Fremont Cunningham: It does as long as you dont quit. [13:07] Zero Linden: so we'd have to carefully screen the assemblies [13:07] Zero Linden: and that work isn't done [13:07] Heather Goodliffe: right, but the compiler is in the client, so I'd imagine the compiling to the mono CLR would still be int he client? [13:07] Zero Linden: Fremont - we are event based in our scripting, and while a loop that doesn't quit might seem right - we don't want each person to have tow rite an event fetch loop [13:07] Zero Linden: in other languages [13:08] Zero Linden: Heather - [13:08] Zero Linden: the compiler will be moving to the simulator for LSL very soon now [13:08] Heather Goodliffe: ah, ok :) [13:08] Zero Linden: so, uploading compiled CLR will require a CLR verification step (like the Java verifier) [13:08] Fremont Cunningham imagined a standard interrupt vector set [13:08] Fremont Cunningham: But .. [13:09] Zero Linden: Fremont - I can too, but again, we're going to have to come up with the "standard" way to map this into each langauge [13:09] Tree Kyomoon: how about running from the mozilla to SL and back with scripts? [13:09] Tree Kyomoon: is that a workaround? [13:10] Zero Linden: Tree - not sure how you mean - but, for many reasons, scripts really need to execute on the server [13:10] Zero Linden: for one, they are the only form of asset that we can completely protect since they never need to leave our network [13:10] Thermoriax Golding: Data security, for one good reason... [13:10] Tree Kyomoon: well if I need to do some math that SL doesnt handle, I can pass stuff from SL to say flash, then return results [13:11] Fremont Cunningham: Is it still thought that LSL>MONO> CLR> ... will result in 'LSL running a lot faster' ? [13:11] Zero Linden: true - for example now, many people do that sort of work by passing comuptation out to external servers via llHTTPRequest or e-mail and XML-RPC [13:11] Zero Linden: Yes, LSL compiled to CLR, run on MONO is dramatically faster [13:11] Tree Kyomoon: yes, but HTTP request HIDES the header info [13:11] Zero Linden: thogh it depends on what your are doing [13:12] Zero Linden: Tree, what does it hide? you mean the headers on the response? [13:12] Tree Kyomoon: well I had asked about sending proprietery authentication headers [13:12] Tree Kyomoon: SL should ignore them [13:12] Tree Kyomoon: but it just gobbles them up [13:12] Zero Linden: yes, we don't have support for the script to get those [13:12] Zero Linden: that could be added later [13:13] Tree Kyomoon: that would be AWESOME [13:13] Tree Kyomoon: :) [13:13] Zero Linden: it is common to put authentication challenges in the body - since usually most people come up with custom body formats for their LSL scripts anyway [13:13] Tree Kyomoon: well, not in the internet world [13:13] Tree Kyomoon: at least in my experience [13:14] Zero Linden: true - if you are tring to talk to existing services -- though most have found LSL inadequate for parsing such things [13:14] Tree Kyomoon: its really close....Im pretty excited about what ive been able to do so far [13:16] Zero Linden: alas - I appologize - I worked on llHTTPRequest - and it was great fun my first six months here to be adding new features that people used [13:16] Zero Linden: now, alas [13:16] Zero Linden: many of us have dedicated ourselves [13:16] Zero Linden: to less sexy tasks like message system [13:16] Fremont Cunningham: What about resource control under MONO? At present many sims are saturated by excessive scripts. Running faster should help - but eventually people will hog the resources again. [13:16] Zero Linden: to enable this place to scale massivly [13:16] Zero Linden: whch - in a way - has it's own charm [13:16] Thermoriax Golding: Ya... I was wondering about the scaling, myself... [13:17] Zero Linden: let me answer Fremont's question - but let's move on to scaling from scripts for awhile [13:17] Radslns Hutchence: its always about the messages [13:17] Heather Goodliffe: yeah, I actually came here because I couldn't get anything done atm [13:17] Heather Goodliffe: grid seems to be having issues [13:17] Zero Linden: yes - there has been brewing talk about a mor comprehensive system for resource utilization [13:17] Zero Linden: tying many more things to prims [13:17] Heather Goodliffe: seems to happen around 2pm most days [13:17] Zero Linden: or rather prim allotment [13:17] Thermoriax Golding: for an N number of users increase, the messages increase how... Log (N)... N*N... N^2...? [13:18] Dezire Moonlight: listens intently to changes [13:18] Zero Linden: but it is difficult to come up with a plan that works equitably for land owners, avatars with attachments, and visitors working on your land [13:18] Zero Linden: messages? well - now that isn't a simple answer [13:18] Zero Linden: - but this is a tech crowd! [13:18] Heather Goodliffe: Zero, account level quotas is somethign I had suggested [13:18] Thermoriax Golding: We need to separate physical prims, from construction prims, and perhaps even from Scripting prims...? [13:18] Fremont Cunningham: Just limiting Scripts attached to an Av, to say 100 max would help a lot [13:19] RJ Source: A tech crown - but many sugar crashing from lunch.. [13:19] Zero Linden: he he [13:19] Dezire Moonlight: do you mean that the prims an avatar wears will then count against the land? [13:19] Heather Goodliffe: dezinre, I mean quotas for all resources [13:19] Dezire Moonlight: ah k [13:19] Thermoriax Golding: Sounds more like a simple ceiling to Scripts- On_ PRims, Sis... [13:19] Zero Linden: On limits - no, it isn't clear how to handle attachments - and even high end limits, like 100 scripts per, are probably not enough [13:20] Zero Linden: okay - I'mgoing to move onto messages [13:20] Zero Linden: when y ou are in a region [13:20] Zero Linden: like here [13:20] Thermoriax Golding: What would /use/ 100 scripts on an AV, really...? [13:20] Radslns Hutchence: bad design [13:20] Radslns Hutchence: some weapons systems [13:20] Thermoriax Golding: Very... [13:20] Zero Linden: the simulator is responsible for handling all the messages [13:20] Heather Goodliffe: LSL kind of is condusive to bad design [13:20] Zero Linden: for the whole region [13:20] Thermoriax Golding: Weapon systems can offload some of that to object prims... [13:20] Zero Linden: AND all the avatars in it [13:20] Kenny Bumbo: do any of u think im sexy [13:21] Heather Goodliffe: if you want modular code you have to have multiple scripts [13:21] Radslns Hutchence: No kenny [13:21] Zero Linden: some aspects of [13:21] Zero Linden: the problem are inheritly O^2 [13:21] Zero Linden: if there are 40 avatars moving, each viewer needs the messages of all 40 avatars+ 40*40 load [13:22] Dezire Moonlight: Kenny this is a meeting [13:22] Thermoriax Golding: Square increase... [13:22] Zero Linden: Kenny join us please [13:22] Zero Linden: or.... [13:22] Zero Linden: well [13:22] Zero Linden: okay [13:22] Zero Linden: BUT [13:22] Zero Linden: right now much of the other work is really only scaled liniearly [13:23] Zero Linden: linearly [13:23] Zero Linden: like doing search or inventory [13:23] Thermoriax Golding: Is there a way we can send non- secure messages from client to client, perhaps...? [13:23] Zero Linden: it's just that the load on this sim for all of us is much greater than the load on another sim with only one av in it [13:23] Thermoriax Golding: More a Peer to Peer arrangement...? [13:23] Tree Kyomoon: have you guys explored HHCodes to make the voxels render more efficiently? [13:23] Radslns Hutchence: what's the message packet like Zero? any chances to make it smaller and shorter [13:24] Radslns Hutchence: get more messages moving faster? [13:24] Zero Linden: Well, peer-to-peer messaging has problems for most people with firewalls [13:24] Zero Linden: Voice over IP does it with horrible tricks [13:24] Heather Goodliffe: I was in a sim with 80 AVs in it the other day [13:24] Zero Linden: that I'm not sure we want to code [13:24] Thermoriax Golding: Once SL scales beyond a certain point, some tasks have to be shared off server... [13:24] Thermoriax Golding: We cannot reasonably ask the Server to relay everything... [13:24] Zero Linden: So, the packets are pretty small - and we don't see data size as the problem - just managign them [13:24] Zero Linden: so a plan [13:25] Zero Linden: is move avatar related messages to an avatar server [13:25] Thermoriax Golding: Sounds good... [13:25] Zero Linden: leaving the sims to just simulate and deal with messages [13:25] Zero Linden: that are just region based [13:25] Fremont Cunningham: Once central Avatar server? Or one per sim.. or few sims? [13:25] Radslns Hutchence: do you persist messages to file regularly? in a DBMS? or is it all memory based? [13:25] Radslns Hutchence: the client to client messages? [13:26] Zero Linden: another tactic is to move manythings, like search, into HTTP based queries that your viewer can do, whcih means they can be vectored to other machines [13:26] Zero Linden: right now the simulator for the region you are in must proxy the request for searches [13:26] Tree Kyomoon: google search in SL [13:26] Zero Linden: Fremont - the design would be one avatar server per N on-line avatars, where N is like 100 or 500 or so [13:27] Zero Linden: (number to be determined, actuall) [13:27] Willow Ranger: sounds costly .... [13:27] Fremont Cunningham: Like he says - cost of scaling... [13:27] Zero Linden: so we decouple the two axes of growth: land and on-line agents, into two independently growable servers: simulators for land, agent hosts for on-line agents [13:28] RJ Source: Could be worse. Cost-wise. [13:28] Zero Linden: well - at present we put a CPU on-line for every region - currently at what, 5000 and growing? [13:28] Thermoriax Golding: Now... is there a way to break up the assets, perhaps making them a bit easer to handle...? [13:28] Radslns Hutchence: yes [13:28] Zero Linden: so, putting a CPU on line for every 500 on-line agents wouldn't be that hard for us [13:28] Fremont Cunningham: What does this do for the horrors of sim boundary crossing in a plane at 100kM/h with 5 riders? [13:28] Radslns Hutchence: hot assets.. stored closer to the AV [13:28] Radslns Hutchence: and cold one [13:28] Radslns Hutchence: s [13:29] Radslns Hutchence: where delay is more acceptable [13:29] Zero Linden: Rads - no, we don't ever persist messages [13:29] Zero Linden: Fremont - makes it MUCH MUCH better [13:29] Fremont Cunningham: Great! [13:29] Thermoriax Golding: Ya... that would make people creep out real quick... the things they do here, being recorded... [13:29] Zero Linden: see - at present, when all five of you cross - not only does the sim have to hand off the plane, but it has to hand off managemnt of 5 AVs [13:29] Heather Goodliffe: Thermoriax, most things are recorded [13:29] Zero Linden: and do this while IMs may be flying around, etc... [13:29] Radslns Hutchence: again.. we're talking internal messages [13:29] Fremont Cunningham: Right [13:29] Radslns Hutchence: not chat [13:30] Zero Linden: in the new design, the agents would never leave their agent host during this [13:30] Willow Ranger: how about if the region-server and the avatar server arent in the same datacenter? [13:30] Zero Linden: so the sim just has to hand off the plane [13:31] Heather Goodliffe: the messages aren't recorded, but transactions with the database are [13:31] Fremont Cunningham: av attach points all handle ok? [13:31] Tree Kyomoon: that sounds like a great plan , Zero [13:31] Zero Linden: the goal would be to allow the agent hosts and sim hosts to not be in the same datacenter - and use the public internet if not, though if they were, it would a faster connection [13:31] Zero Linden: but again, there should much less hand off as you fly around [13:32] Karen Linden: hi all [13:32] Zero Linden: so while we are adding a [13:32] Dimitrio Lewis waves to Karen [13:32] Redd Nyle: Hi Karen [13:32] Zero Linden: message path (agent host to simulator) we are reducing the amount of data moved [13:32] Tree Kyomoon: then you could opensource the sim servers and av servers at different times! [13:32] Zero Linden: indeed... we could...! [13:33] Zero Linden: wow - look at tis crowd [13:33] Tree Kyomoon: so any progress on Mozilla? [13:34] Thermoriax Golding: LIke I said from the start... there are a lot of people hungry for some Tech Specs... [13:34] Zero Linden: Note - we don't actually record much other than the state of things - the onlly transactions in the DB we record are L$ transactions [13:34] Zero Linden: since those need careful accounting [13:35] Martian Manga: I'm a bit surprised by Linden Lab's decision to strengthen the scripting environment internally (Mono). I guess I would've expected the strategy to be to encourage residents over time to host expensive processes externally and to simply pipe updates back and forth between in-world objects and servers. In other words, to leave objects doing only what only objects can do, if that makes sense. [13:35] Zero Linden: Hold that thought, Martian.... [13:36] Zero Linden: On Mozilla - there are still some significant technical hurdles here [13:36] Zero Linden: we've got it working for much content as a 2d window inside the viewer, as you know [13:36] Zero Linden: and you've seen (maybe) our demonstration of browsing on a flexible 3D surface with OpenGL [13:36] Zero Linden: BUT, [13:37] Zero Linden: The Mozilla codebase has been difficult to efficently integrate - it wasn't designed for this kind of rendering situation [13:37] Zero Linden: so getting it on a prim is still a ways off [13:37] Karen Linden waves back...albeit belatedly! [13:37] Zero Linden: another challenge is that we haven't been able (nor has anyone) been able to get Flash to work rendered in an OpenGL environment [13:38] Tree Kyomoon: do you lack support from ADOBE? [13:38] Zero Linden: Finally, on Mozilla, there are many different ways people might want to use HTML on a prim: [13:38] Zero Linden: Is it a way to render text and images and layout statically on a prim surface? [13:38] Zero Linden: Is it a shared browser? [13:38] Zero Linden: Is it a UI subsystem for LSL scripts? [13:38] Zero Linden: Is it a non-shared browser? [13:39] Zero Linden: Does it look at content from the web, or content from in-world (HTML on a notecard or dynamically generated)? [13:39] Zero Linden: Here's a request [13:39] Zero Linden: PLEASE: write up a scenario of how you think of using HTML on a prim on a notecard and drop it on me [13:40] Zero Linden: OKAY [13:40] Kibble Ahn: I found an error in the source that is easy to fix. Since I'm not a payment member I cannot contribute patches. But it is easy to fix. [13:40] Kibble Ahn: Can I just tell you about it? [13:40] Zero Linden: We do want to encourage people to off load more computationally intensive processes to off-world servers [13:40] Heather Goodliffe: zero, user quotas would do that [13:41] Zero Linden: Kibble - I don't konw the procedures [13:41] Zero Linden: surely you can put it on the Wiki? [13:41] Zero Linden: Again, heather - user quotas aren't so simple - we can't compute the sum total across the grid [13:41] Kibble Ahn: Aren't you the open-source guy? Or is that a different lInden? [13:41] Zero Linden: and no quota in any region could be low enough to matter - [13:42] Zero Linden: that is, any level we set that is functional, would be too high if 200 Avatars took advantage of it [13:42] Huns Valen: some things need to run fast that cannot be effectively offloaded to remote data centers, such as vehicle physics simulations. we really need Mono to do that better. [13:42] Vitis Obviate: there is nothing wrong with implementing basic html first? After all the web only had very simple html to start with and it was still useful [13:42] Thermoriax Golding: Questions about Prims and Prim Rendering...? [13:42] Zero Linden: Which isn't to say that we don't want quotas, just that they are tricky [13:42] Zero Linden: Kibble - no, that is Rob LInden [13:42] Kibble Ahn: Ah... okay. Sorry. [13:42] Zero Linden: His plot is just down the way and he has office hours on Mon. Wed. and Fri. [13:42] Zero Linden: No probl. [13:43] Kibble Ahn: Are office hours of the different Lindens posted somewhere? [13:43] Zero Linden: Huns - exactly - and even simple stuff is just too much of a drain with the current LSL VM [13:43] Karen Linden: Kibble: I think so [13:43] Karen Linden: on the event calendar? [13:43] Zero Linden: Thermoriax - sure, but I'm not a big 3D rendering guy... [13:43] Zero Linden: but, shoot [13:43] Zha Ewry: Very minor logistics question, will you be posting a chat log, anyehere, for the whole session today? [13:43] Zero Linden: Kibble - he's not on the claendar yet - but ther eis a sign on his cubicle (yes - his build is a cubicle! ) [13:44] Karen Linden: ah, yeah [13:44] Karen Linden: that's too bad kibble. I see Jeska's but not any others... [13:44] Thermoriax Golding: Well... there are all kinds of rumors and half- legends, and such... about how the client and server handle Prims and their related traffic... [13:44] Karen Linden: Zero...ahem ;-) [13:44] Zero Linden: Zha - yes, that sounds great [13:44] RJ Source: Cubicle? Thats a little disturbing! [13:45] Zha Ewry: If you'd blog a pointer, that'd be wodnerful. thx [13:45] Vitis Obviate: Any plans to implment xml-rpc outbound to help with the offloading? [13:45] Zero Linden: Rj - it is [13:45] Zero Linden: goone, Thermoriax [13:45] Thermoriax Golding notices how well this Sim is handling this many AV's... ... [13:45] Zero Linden: Zha - I'll probably just amend the blog post with teh ranscript [13:45] Tree Kyomoon: hmmmm [13:45] Thermoriax Golding: Well... as I see it as a games programmer... [13:46] Thermoriax Golding: You have a DB at the Server end, that holds a Data Record that describes the paramters of a Prim... [13:46] Zha Ewry: k [13:46] Thermoriax Golding: That is piped to all those in the sim area that will see it... [13:46] Fremont Cunningham: only 31 avs in the sim and 1500 scripts. Light load. [13:47] Thermoriax Golding: Now... one rumor I wish to find out one way or another, is about the practice of torturing a prim... [13:47] Karen Linden: bye all! [13:47] Zero Linden: Roughly - there is no traditional DB for the prim storage - they are stored in memory while the simulator is running [13:47] Khamon Fate waves [13:47] Thermoriax Golding: Or... setting values on properties that are not supposed to be on certain prim types... [13:47] Zero Linden: and we don't send them all to the viewer - there is an "interest list" calculation so we only need to send what is required [13:48] RJ Source: Torturng, etc, sounds dangerous - and possibly unsupported in the future. [13:48] Zero Linden: I'm not sure that is what people mean by "torturing" a prim [13:48] Zero Linden: but, in any case, our format for sending prim information down is very very compact [13:48] Thermoriax Golding: I can understand if haivng the values be unexpected ranges can cause problems with Havok... or with the Client... [13:48] Zero Linden: and doesn't correlate to how complicated it might be to render [13:49] Zha Ewry: Cycling through the various underlying forms to get prims set with odd paramaters which wouldn't show in the normal tool [13:49] Thermoriax Golding: THis gold halo over my head is a Tortured Prim... [13:49] Khamon Fate: zero will we ever be able to see for miles by rendering small approximations of larger prims without having to calc the entire view? [13:49] Thermoriax Golding: Not as tortured as some sculptors use... but enough of one... [13:49] Khamon Fate: or are we always gonna just stop rendering at some close distance? [13:50] Thermoriax Golding: The idea is to get more of a range out of the same data stream and server load... [13:50] Khamon Fate: and thank you for posting regular office hours, this is going to be nice [13:50] Thermoriax Golding: Many believe that Tortured prims somehow increase load on SL... [13:50] Thermoriax Golding: As many believe particles do... [13:50] Zha Ewry: (How? the rendering is all client side, isn't it?) [13:50] Zero Linden: well - both those things really only put load on the viewer [13:51] Thermoriax Golding: /Exactly/ Zha... that is what I can't see... [13:51] Zero Linden: unless we are talking about things like mega-prims [13:51] Khamon Fate claps for mega-prims [13:51] Thermoriax Golding: I can understand the problem with Havoc and Megaprims... [13:51] Nobody Fugazi's ears perk up [13:51] Zero Linden: those cause problems sim side as they increase the amount of work the sim has to do - [13:51] Dimitrio Lewis: what is the policy on mega prims btw? [13:52] Thermoriax Golding: Would it improve things, to separate Phys Prims from regular prims...? [13:52] Zero Linden: Thermoriax - we already do [13:52] Thermoriax Golding: Hmm... [13:52] Zero Linden: but even non-physics, phantom mega prims are a problem - for example, they will show up on EVERYONE's interest list [13:52] Zero Linden: and will have to be communicated to all neighboring sims [13:53] Fremont Cunningham: Thats interesting - how are phys. prims 'separated' from non-phys prims? [13:53] Tree Kyomoon: so they wouldnt matter so much on an island [13:53] Tree Kyomoon: but on the mainland [13:53] Zero Linden: so- you can see that the 10m size limit is really a way of enforcing a limit on the amount of work per prim [13:53] Thermoriax Golding: Ok... Megaprims are upscale enough they have to be viewable from a /distance/ like sim- to- sim... [13:54] Zero Linden: the are separated in how they are managed with respect to havok - on the viewer it makes no difference [13:54] Thermoriax Golding: Prims are primarily a method of conveying a vertex pattern to the renderer... [13:54] Tabitha Miranda: so should people be using mega prims or not..i see several used as screens to block ugly views [13:54] Tabitha Miranda: some say its ok others say no [13:55] Fremont Cunningham: Interesting because of the old old prim drifting and spinning problem. [13:55] Thermoriax Golding: If we are willing to accept a negative- space prim as taking a primcount slot... [13:55] Thermoriax Golding: Is there a reason we cannot use them to help shape Linksets...? [13:56] Zero Linden: Ah - well, abstractly, no - [13:56] Zero Linden: but it will require the work to add that to all the various geometry chains - both rendering, and simulation [13:56] Thermoriax Golding: Perhaps a surface- limit could be proposed...? [13:57] Huns Valen: Andrew Linden commented in 2003 that arbitrary concave stuff would be hard to set up in Havok [13:57] Zero Linden: There are a lot of different models that could be considered.... [13:57] Thermoriax Golding: Might not add to the server end, but it will add work to the Client end, I can see... [13:57] Zero Linden: ...but there are limits to finding things that will work with all the generality that SL offers [13:57] Zero Linden: I don't think we'd want to offer prim types that could only be non-physical and phantom, for example [13:58] Jarod Godel: Isn't that how floppy prims work? [13:58] Khamon Fate: yes floppies are autophantom nonphysical [13:58] Thermoriax Golding: Flexis are prolly based along a flexible 'spine' that is handled through Havoc first, then the Prim is rendered on it... [13:59] Zero Linden: they are client side, and you can have almost anythin floppy - and I know there are desingers willing to give their left-attachment for the rest of the shapes to be flexi [13:59] Khamon Fate: how 'bout prims that once locked can only be taken, not unlocked? hmm [13:59] Huns Valen: flexible prims don't involve havok [13:59] Thermoriax Golding: I would be content with being able to pin another Prim to a place on a Flexi... [13:59] Fremont Cunningham: non-phys &phantom prims are used for position markers. But you rarely care about its shape or size. A small cube will do [13:59] Zero Linden: Khamon- you raise the issue of the permissions - [13:59] Thermoriax Golding: Or describe a path, and a shape to apply on a path... [14:00] Thermoriax Golding: Ahh... dreams of spline solids... [14:00] Zero Linden: there are quite a number of possible changes to the permissions system [14:00] Zero Linden: but [14:00] Khamon Fate: i'm more thinking lack of updates [14:00] Khamon Fate: but [14:00] Khamon Fate: ha ha ha [14:01] Zero Linden: I think we are going to let that sit for a more comprehensive review [14:01] Khamon Fate: my original client-oriented rendering question was whether or not we'll ever be able see long distances without having to download, calc and render every tiny little prim? [14:01] Zero Linden: whew - well, it is 2pm - I can go for another 1/2 hour if folks like [14:02] Nobody Fugazi: sure :-D [14:02] Zero Linden: Khamon - I don't know [14:02] Tree Kyomoon: please [14:02] Zha Ewry: Yes :-) [14:02] Nobody Fugazi: ok... well, with attachments when crossing sim borders, is it that sometimes pointers don't pass correctly - thus flexihair ends up in the crotch? :-D [14:02] Redd Nyle: We would like, I think I can say for all of us [14:02] Dnali Anabuki: plse [14:02] Khamon Fate: for instance, it'd be nice to set my client to see clearly for 256m then only larger prims up to 1024 [14:02] Khamon Fate: or something [14:02] Huns Valen: ok, are we going to see any motion on fixing stuttery physical objects soon? [14:02] Zero Linden: It would more difficult in SL - as that is typically done with precomputation [14:02] Zero Linden: but that doesn't seem like it is going to work well for SL [14:03] Jarod Godel: Couldn't the client do the precomputation? [14:03] Jarod Godel: Like floppies. Just dump everything to the client, and render based on his local settings? [14:03] Jarod Godel: We already do that with particles. [14:03] BinaryMe Remblai: I hope I don't start a riot, but how can huge prims adversly affect my region? [14:03] Rex Cronon: hello everybody [14:03] Zero Linden: but Jarod - then you'd have to send all the geometry [14:04] Khamon Fate: wull particles aren't visible across borders in first look anymore [14:04] Jarod Godel: That doesn't get sent already? [14:04] Jarod Godel: Then how does the client know what to draw? [14:04] Khamon Fate: jarod we only download up to our draw distance [14:04] Khamon Fate: so we see that far then we see a blank horizon [14:04] Zero Linden: Nobody - yes, the attachment move on region cross is a plague! We know about it... don't have a fix for it yet [14:05] Jarod Godel: But downloading and rendering are two seperate processes, Khamon. [14:05] Tree Kyomoon: New question....you guys must have an offline client for scripting....is that possible for us to get our hands on? [14:05] Zero Linden: BinaryMe - I discussed that earlier [14:05] Jarod Godel: Tree, Khamon has a copy of one [14:05] Zero Linden: Tree - you will be surprized to learn that we do not [14:05] Khamon Fate: i'm wondering if we can download just the groundmesh and very large prims beyond that and see for some actual distance [14:05] Zero Linden: We all script in world [14:05] Nobody Fugazi: cool, thanks Zero. Its why I stopped using human form. Hair in the crotch is hard to explain when showing up at events. :-D [14:06] Soft Noel: What's the advantage of scripting offline? [14:06] Zero Linden: Actually [14:06] Khamon Fate: the problem with scripting inworld is the thing HAS to compile or it can't be saved [14:06] Thermoriax Golding: Yes... and you need to teach the LSL engine about commutative math... [14:06] Zha Ewry: Related question, to the prim on crossing question. What's exactly going on with a re-bake? and why does it seem to be so random in whether it takes or not. [14:06] Khamon Fate: that's kinda silly [14:06] Tree Kyomoon: I ran a say script today by accident that went into an infinte loop conversation...had I been on the mainland.... [14:06] Zero Linden: personally, I use SubEthaEdit, with the LSL plug-in (which I wrote, but it is on their site), [14:06] Zero Linden: to edit scripts [14:06] Zero Linden: and copy/paste into SL [14:06] Khamon Fate: i script using an offline colour coded editor and upload to debug [14:06] BinaryMe Remblai: About what I figured. Going to have a transcript of the answer? [14:07] Zero Linden: Yes, I'll post transcripts to the blog post [14:07] Tree Kyomoon: Im looking more for a practice runtime so I dont blow up SL with some crazy script [14:07] Khamon Fate claps for transcripts [14:07] Heather Goodliffe: hey Zero, btw, do you know anythign about the vehicle stutter movement issue? [14:08] Zero Linden: Heather, alas, I don't [14:08] Nobody Fugazi: hmm.... a LSL simulator would be useful for a few different reasons, but overall if it has to work in a concurrent environment, the simulator would have to allow for concurrent scripts as well. [14:08] Heather Goodliffe: do you konw who I can talk to abou tthat? [14:08] Tree Kyomoon: not necessarily...there is a lot you can do with script that is just gruntwork [14:08] Zero Linden: Heather - do you mean on region crossing? [14:09] Huns Valen: I bet she doesn't! [14:09] Thermoriax Golding: Could we have more 'revolve' or 'extrude' prims...? Prims that are made from revolved 2D shapes... or ones dragged in the 3rd dimension... [14:09] Heather Goodliffe: Zero, no, when you try to move a vehicle in a straight path it stutters [14:09] Heather Goodliffe: within the sim [14:09] Heather Goodliffe: stutters really badly [14:09] Zero Linden: I'd IM Andrew Linden about that [14:09] Heather Goodliffe: it's like lag, but not [14:09] Khamon Fate: heather are you using the first look client or the regular one? [14:09] Huns Valen: low velocity with no angular momentum = moving in huge discreet steps rather than smoothly [14:09] Heather Goodliffe: the server just isn't sending updates [14:09] BinaryMe Remblai: is there a way to move something underground? [14:10] Zero Linden: BinaryMe - no [14:10] Zero Linden: not really [14:10] Huns Valen: that problem is not specific to first look [14:10] Heather Goodliffe: Khamon, the regular one [14:10] Khamon Fate claps for terrain prims [14:10] BinaryMe Remblai: oh ok [14:10] Zero Linden: or rather, not intentionally [14:10] Khamon Fate claps for mesh prims [14:10] Heather Goodliffe: it's been happening since the last big update [14:10] Redd Nyle: Has LL been working in depth with any companies to allow custom solutions for large corporate projects or do all projects have to go through third parties? [14:10] Tree Kyomoon: more mesh prims :) [14:10] Khamon Fate claps for caves [14:10] BinaryMe Remblai: hi [14:10] Zero Linden: I can see a future with more prim types - including meshes and ground types [14:10] Zero Linden: BUT [14:10] Rex Cronon: actually there is a way to move objects underground [14:10] Huns Valen: redd I am pretty sure they just say "electricsheepcompany.com thx bye" when a company asks them abou tthat [14:11] Zero Linden: I don't think much work is going to go on there until we get the scaling issues out of the way [14:11] Jarod Godel: Your chairs are insane. [14:11] Tree Kyomoon: what would be really handy is FONT prims [14:11] Khamon Fate: SIT DOWN JAROD [14:11] Thermoriax Golding: Prims move Ok underground, as long as the Havoc engine is not invoked, as it detects out of bounds, and flushes the prims... [14:11] Khamon Fate: any eta on those scaling issues? [14:11] Zero Linden: Redd- LL doesn't do any solutions for 3rd parties - we refer them ALL to the developer listings [14:12] Redd Nyle: I see [14:12] Redd Nyle: That's rule seems to be iron clad, then [14:12] Zero Linden: Really - we just don't have the bandwidth for that sort of thing - and really, the developers do a much better job of that sort of thing than we could! [14:12] Zero Linden: (IMHO!) [14:12] Khamon Fate: zero can you itemize the scaling issues for us? [14:12] Rex Cronon: i would really like to be able to create/edit notecards using scripts [14:12] Jarod Godel: hahaha [14:12] Redd Nyle: hehe [14:12] Khamon Fate: bandwidth == manpower [14:12] Fremont Cunningham: Heather - the vehicle straight line stutter was introduced the the last update, it was identified and bug reported several times. It was ignored and moved to main grid. [14:12] Jarod Godel: sorry. just calculating the odds of that ever happening. [14:12] Tree Kyomoon: and have Fonts in notecards [14:13] Heather Goodliffe: Fremont, thanks [14:13] Zero Linden: Rex- will never happen - really - use llHTTPRequest and store the data on your own server [14:13] Heather Goodliffe: I couldn't seem to get a Linden to acknoledge the problem [14:13] Khamon Fate: have script writing to notecards ~ have script writing to mysql ~ dream dream dreeeeeeam [14:13] Heather Goodliffe: good to know they supposedly know abou tit [14:13] Huns Valen: Heather, look for "jerky" on jira [14:13] Jarod Godel: http is the new filehandle. rss is the new | [14:13] Rex Cronon: than allow to read more than 256 chars per line [14:13] Huns Valen: I'll get the link maybe... [14:14] Khamon Fate: uhuh jarod curlhead [14:14] Huns Valen: yeah here it is https://jira.secondlife.com/browse/VWR-86 [14:14] Zero Linden: khmon - excellent question - re scaling [14:14] Khamon Fate: zero can you itemize the scaling issues for us? [14:14] Zero Linden: Let's see: there are [14:14] Zha Ewry: Zero if the answeris http request, can we get beyond 2048 bytes? (and Ideally non text) [14:14] BinaryMe Remblai: So - it only takes a sec to see, zero that you are sort of delivered as meat for those who do have questions. Thanks. But not so tasty. [14:15] BinaryMe Remblai: Have fun guys. [14:15] Redd Nyle: Hey! BeKind. [14:15] Zero Linden: 1) Database access - we have lots of things in a central database, - this worked well when small, but needs to be broken up [14:15] Vitis Obviate: and xml-rpc outbound? [14:15] Jarod Godel: But baby Jesus needs his central asset server. [14:15] BinaryMe Remblai: Not in the mood- just had a bad experience with "help". [14:16] Khamon Fate: shush jardon [14:16] Rex Cronon: oh, and i would also like to be able to read textAbove and particles attributes [14:16] Zero Linden: 2) Managing a growing network of machines in multiple data centers [14:17] Zero Linden: 3) Re architecting the system a bit to be able to scale linearly (discussed extensively earlier on) [14:17] Khamon Fate: are y'all able to pay for a severly limited number of hops between colos? [14:17] Khamon Fate: or is that prohibitivly expensive? [14:17] Huns Valen: khamon that is a great question [14:17] Zero Linden: 4) Handling a more hetrogenous grid - so that we can do all operations in stages [14:18] Zero Linden: 5) Removing dependencies between sub-systems so things can go down without pulling everything with them [14:18] Zero Linden: That was a really off-the-top-of-my-head list [14:18] Zero Linden: not bullet points off a slide [14:18] Jarod Godel: How many sub-systems are there, if I may ask? [14:18] Zero Linden: so, take it for htat [14:19] Jarod Godel: Roughly. [14:19] Thermoriax Golding: Messaging - Is there a way we can have a UUID we can send a message to, with a preamble of UUID from, and UUID to, and the Message Body... so anyone/ anything can send to anyone/ anything...? [14:19] Khamon Fate: thanks, that helps me envision the BBLOTD a bit better considering the recent offloading of services to the new messaging system [14:19] Huns Valen: well yeah we can email objects by uuid [14:19] Zero Linden: Khamon - we have beefy links between our two colos - but the VPN in there is a limit.... we need to rearchitect things so that we can make use of the public internet for those transfers [14:20] Zero Linden: How many sub-systems? Well, right now about a dozen - but with [14:20] Khamon Fate: not a UUID anymore Therm, messages are not assets anymore [14:20] Jarod Godel: Will #2 and #5 help with that? [14:20] Zero Linden: the need to break things into separately scalable parts, there will be three to four times that [14:20] Khamon Fate: rather message sessions are not assets anymore [14:20] Khamon Fate: khamon's head begins to tingle [14:21] Zero Linden: Uhm- well here, look at it this way [14:21] Zero Linden: if we could identify a thing by a UUID - [14:21] Jarod Godel: I am glad to hear you guys are modularizing. [14:21] Zero Linden: then there would be a central relationship that knows how to find an object, anwhere in the grid, by UUID [14:21] Zero Linden: that doesn't scale so well! [14:22] Khamon Fate: oh granted if you're going to allow private hosting to connect the TGAHTCG, it'll have to use public pipes [14:22] Zero Linden: So we need to look at ways to build delgation and heirachy into the infrastructure - [14:22] Khamon Fate: can i say pipes? [14:22] Zero Linden: it is the only way to scale and have redudency [14:22] Willow Ranger: why not give it an ipv6 address instead of an UUID and route to it... [14:22] Jarod Godel: I thought people were the only trackable UUID's, SQUIDS then handled per-sim UUID locations. That's why we can't IM objects. [14:22] Zero Linden: \Willow - [14:22] BinaryMe Remblai: was the question covered already: Do the LSL dataserver calls for member status(on/off Line) follow the new restrictions? [14:23] Zero Linden: remember that giving everything an IPv6 IP would still require that we route to it - if the IPs are allocated based on location, then either things can't move, or objects change names [14:23] Zero Linden: this is why there is DNS [14:24] Jarod Godel: You guys need to hire some Smalltalk hackers. Make everything a listening object. [14:24] Zero Linden: on the grid objects move - not just because the object moves in SL space, but because we sometimes have to run the simulation on a different computer [14:24] Thermoriax Golding huffles... Atomic Fireball jawbreakers... Ahh... [14:25] Zero Linden: Jarod - I AM a Smalltalk hacker - I worked on Apple Smalltalk for Macintosh [14:25] Redd Nyle: Oh! P@wned! [14:25] Jarod Godel: Couldn't you use inhertience to solve the location problem? [14:25] Khamon Fate: jarod are you saying to assign each object a listening port on the server? like a forked process? [14:25] Jarod Godel: Like Java objects [14:25] Khamon Fate: assigned it's own ipv6 designation? [14:26] Zero Linden: Jarod - no, you need delegation, like DNS [14:26] BinaryMe Remblai: Do you have a "what questions can be asked" guide? [14:26] Jarod Godel: ala sub-domains? [14:26] Zero Linden: Jarod - java objects don't live on a mesh of 5,000 CPUs... usually... [14:26] Zero Linden: Binary Me - I don't [14:26] Zero Linden: but this is a "techy-geeky-nerdo" office hour [14:26] Zha Ewry: And.. if you do delegation, you end up having to decide how to not end up with a trail of obejcts behind, as your objects move, and when you can safely reap them [14:27] Zero Linden: which - by the way all, is almost at a close [14:27] Jarod Godel: I didn't mean the actual objects, just the naming scheme. Sub-domains works just as well. [14:27] Khamon Fate: but aren't we trying to move away for object having to rely on a mesh of 5kCPUs and toward a model where prims rely on local asset management? [14:27] Zero Linden: Zha - I meant delegation of authority to know where something is [14:27] Zero Linden: rather than delgation as in the chain of forwarders sense [14:27] Tree Kyomoon: thanks for taking the time Zero, really appreciated [14:27] Zha Ewry: Errm. [14:27] Zha Ewry: Ok. [14:27] Thermoriax Golding: Well... most of the internet isn't planned to support a growing, evolving virtual world, either... [14:27] Zero Linden: pitty that Computer Science is getting big enough now that we have over lap in use of terms! [14:27] Khamon Fate: this is why virtual worlds need our own root servers [14:27] Zha Ewry: Even there, you'll still have delegations chasing, but less so [14:27] Thermoriax Golding: Things have to adapt, to grow... [14:28] Jarod Godel: Nah. Everything's just a database when you get down to it. [14:28] Zero Linden: Zha - yes - [14:28] Zero Linden: it seems a messy problem no matter how we solve it, really [14:28] Zha Ewry: Yes, thanks Zero, and we'll be back with more questinos, once we've read the transcript (regular office hours :-) [14:28] Everett Mills: For large spectator events, would it be possible to have a read-only (view-only) view that could be scalably broadcast? [14:28] Zero Linden: thank you all for coming [14:28] Thermoriax Golding: The RL universe seems to be a Holographic DB in many ways... [14:28] BinaryMe Remblai: o god - why did I think you would have a clue? [14:28] Jarod Godel: I think the object+dns idea is rather elegant. [14:29] Vitis Obviate: ty Zero -- useful and interesting [14:29] BinaryMe Remblai: Back to lovely Blanda. [14:29] Khamon Fate: thank you zero, see you next timea [14:29] Dimitrio Lewis: Thank you, Zero! It's been educational. [14:29] Soft Noel: ty Zero :) [14:29] Nobody Fugazi: thanks Zero... quick thought... UUID...land... communication. [14:29] Nobody Fugazi: have fun ;-D [14:29] Fremont Cunningham: Everett - I did that in the early days of TH meets - few watched the relay. Was not worth the effort. [14:30] Redd Nyle: Zero, thanks for taking the time to talk with the community. I hope other Lindens follow your lead. [14:30] Fremont Cunningham: Thanks Muchly Zero... I look forward to more enlightenment sessions :) [14:30] Zero Linden: Quick - someone grab an island named "UUID Land"...