Difference between revisions of "Talk:SL4B Calendar"
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# {{hCalendar event | # {{hCalendar event | ||
|summary=SL's Future, ''versions 1.16 - ??''. <b>Sculpted prims</b> emerge. Lightwind, a new rendering engine for sky and atmosphere, is introduced, giving greater reality to the surroundings. | |summary=SL's Future, ''versions 1.16 - ??''. <b>Sculpted prims</b> emerge. <b>Lightwind,</b> a new rendering engine for sky and atmosphere, is introduced, giving greater reality to the surroundings. | ||
|dtstart={{RFC 3339/PST|2007|06|23}} | |dtstart={{RFC 3339/PST|2007|06|23}} | ||
|dtend={{RFC 3339/PST|2008|06|22|23|59|59}} | |dtend={{RFC 3339/PST|2008|06|22|23|59|59}} |
Revision as of 07:46, 4 June 2007
Important Dates
- SL's First Year, versions 1.0.1 - 1.4: no description
, 2003-06-23T00:00:00-08:00 - 2004-06-22T23:59:59-08:00
- SL version 1.0.2: no description
, 2003-07-08T00:00:00-08:00 - 2003-07-08T23:59:59-08:00
- First appearance of embedded video recorder.
- SL version 1.1.0: no description
, 2003-10-21T00:00:00-08:00 - 2003-10-21T23:59:59-08:00
- Improvements to world map
- SL Version 1.2.0: no description
, 2003-12-22T00:00:00-08:00 - 2003-12-22T23:59:59-08:00
- Transition from tax-based economy to land-based economy
- Addition of Temporary-on-rez feature
- LSL goodness
- First free post-beta trials of SL accessible without a credit card. Though extended further in later updates, Trial users' ability to influence the world was significantly curtailed till much later...: no description
, 2003-06-29T00:00:00-08:00 - 2003-06-29T23:59:59-08:00
- version 1.1.0 introduces many significant new systems and improvements in SL: taxation, the Search function for places/events/people, permissions for all inventory in-world, free teleportation (albeit only to selected points on the map called Telehubs), the first instance of llParticleSystem LSL calls, significantly improved World Maps): no description
, 2003-10-21T00:00:00-08:00 - 2003-10-21T23:59:59-08:00
- version 1.2.0 comes with sea change in SL's method of handling prim usage in sims: residents are now charged monthly tier fees dependent on the land they own, and in turn the number of prims they can keep out permanently on the land.: no description
, 2003-12-22T00:00:00-08:00 - 2003-12-22T23:59:59-08:00
- version 1.3.0 introduces the concept of objects on the grid communicating with the rest of the internet via new LSL functions allowing sending and receipt of email. The beginnings of a XML-RPC /HTTP framework were also established, though it would be coming much later.: no description
, 2004-03-29T00:00:00-08:00 - 2004-03-29T23:59:59-08:00
- version 1.4.0 sees the introduction of HTTP audio streaming and improved per-parcel sound controls, as well as new abilities to significantly create and modify gestures and animations. XML-RPC within SL is also fully realised.: no description
, 2004-06-15T00:00:00-08:00 - 2004-06-15T23:59:59-08:00
- First Anniversary Gala: no description
, 2004-06-23T00:00:00-08:00 - 2004-06-25T23:59:59-08:00
- Residents Float Parade, June 23rd 2004
- One Year Young / SL Kid Avatar Day, June 24th 2004, introduces SL to the concept of Kid Avatars while celebrating the grid's birthday. Despite occasional hiccups down the road, kid avatars and the creation of kid versions of avatars becomes a SL institution of sorts.
- Beta Time Capsule Unearthing, June 25th 2004, Philip Linden unearths the Beta Time Capsule and displays its contents for all Residents to view for a month after the events. The capsule contained items that were placed within it a year previously. The unearthing was also accompanied by a streaming audio speech and brief Q&A by Philip Linden
- SL's Second Year, versions 1.5 - 1.6. Second generation skins make use of art to give greater definition than the previous "flat" Linden skins. Clothing becomes more complex, with textures added to clothing layers and prims added for skirts and shoes.: no description
, 2004-06-23T00:00:00-08:00 - 2005-06-22T23:59:59-08:00
- version 1.5.0 saw introduction of estate controls for private island owners + significiant upgrade of primitive set available to SL Residents + automated event scheduling/notification and improved search engine: no description
, 2004-08-31T00:00:00-08:00 - 2004-08-31T23:59:59-08:00
- version 1.6 saw introduction of Quicktime-based video streaming, Friends listings: no description
, 2005-03-31T00:00:00-08:00 - 2005-03-31T23:59:59-08:00
- SL's Third Year, versions 1.7 - 1.10. Third generation skins include the introduction of "photo-realistic skins".: no description
, 2005-06-23T00:00:00-08:00 - 2006-06-22T23:59:59-08:00
- Version 1.7.0 introduces improvements int inventory handling (including 'Open' for inworld product boxes and multi-selection of inventory items), introduction of HUD attachments, classifieds and the beginnings of functionality to mirror select inworld data such as profiles, groups and postcard deliveries to http://www.secondlife.com: no description
, 2005-10-31T00:00:00-08:00 - 2005-10-31T23:59:59-08:00
- Version 1.8.0 sees reintroduction of direct teleports to Second Life (with exception of private estate landowners choosing to retain Telehub control over teleports via estate options), as well as a series of new updates to the rendering engine over the course of several subversions.: no description
, 2005-12-12T00:00:00-08:00 - 2005-12-12T23:59:59-08:00
- Version 1.10 sees the introduction of local lighting.: no description
, 2006-05-12T00:00:00-08:00 - 2006-05-12T23:59:59-08:00#
- SL's Future, versions 1.16 - ??. Sculpted prims emerge. Lightwind, a new rendering engine for sky and atmosphere, is introduced, giving greater reality to the surroundings.: no description
, 2007-06-23T00:00:00-08:00 - 2008-06-22T23:59:59-08:00
Email from Lordfly
Um, as far as "eras" go... basically it's just making them simpler the more you go back. I know that sounds stupid, but..
At the beginning of SL a lot of builds were built very, VERY low prim; a dome was no bigger than a half-sphere, for instance. Texturing was almost non-existent (low res, basically whatever people could lift off of websites). A good example might be Ezhar Fairlight's 3-prim prefab house. Hollowed out cubes were rooms, etc. This was because everyone in the sim had to share the same prim limit (10,000 per sim).
As time went on, more professionals got into SL, like Neph and Neil protagonist; they made the first "baked" build, their casino in Chartreuse (2003?). Before that (and at least a year or more after that) there were no attempts to make baked textures, or even shadowing. This era was spent mostly tinkering with higher prim limits (15,000 now) and higher res textures. And shiny.
Now you've got shadowing going on; that should be a key highlight in the modern era, playing with light. Baked textures, prim shadows, etc. And add in some of those new organic prims to boot.