Wörterbuch
Für nichttechnische, im Alltag gebräuchliche Second Life Ausdrücke solltest Du im Second Life Wiki nachlesen:
Second Life Wiki Glossary(en)
(en)
Agent
Die datenmässige Repräsentation des derzeitigen Benutzers. Im Allgemeinen benutzt der Code “agent”, wenn Du gemeint bist und “avatar”, wenn jemand anderes gemeint ist. Gekennzeichnet durch eine UUID, im Code gewöhnlich als “agent_id” bezeichnet.
Aditi
Der Betatestgrid, der dazu verwendet wird, um SL Software mit Nicht-Lindenbenutzern zu testen, bevor sie auf den Maingrid verbreitet wird.
Agni
Der primäre SL Grid, zu dem sich die Benutzer verbinden.
Asset
(Bestand) Eine Datenquelle, wie ein Bild, Ton, Skript, Objekt usw. Assets können zum Viewer heruntergeladen oder in einen zentralen Assetspeicher hochgeladen werden. Assets werden durch UUID und Typ gekennzeichnet. Die Typen sind in der Datei llassettype.h zu finden.
Avatar
Die grafische Repräsentation eines benutzers. Implementiert in der Klasse LLVOAvatar in dem Viewer.
Child
(="Kind") (Hier wird eine genaue Definition von "Child" benötigt; diese sollte beide "child agents", die zum Beispiel in Wie man die Simulatorstats der Version 1.7 liest(en) herangezogen werden und andere anscheinend fast unmerklich unterschiedliche Definitionen, wie "Dein Attachment ist ein Child von Deinem Avatar, der wiederum ein Child davon ist, auf dem Du sitzt" in Sitzen(en)). Child bezieht sich auf ein Objekt oder Agent, mit dem es verbunden ist oder mit einem anderen Asset in Verbindung steht. Obwohl es oft technisch gesehen ein Teil eines Assets ist, ist es selbst kein Asset. Prims, die mit anderen Prims unterverlinkt sind, sind ein Beispiel für ein Child. Ein Avatar, der auf einer Sim neben der Sim steht, in der Du Dich befindest, würde ein "child agent" zu der Sim sein, in der Du stehst. Genauso würde ein Asset, das an Deinen Avatar gehaftet ist, ein Child sein.
Client
Synonym für Viewer.
Estate
A collection of regions with a particular set of rules, such as banned users, sun position, etc. Each estate has an owner, either a user or “Governor Linden”. Most privately owned regions are in their own estates. Estates have integer identifiers. The “mainland” is estate id 1.
Farm
synonym for Grid.
Floater
A dialog or window appearing in the user interface. Implemented in classes titled “LLFloater*”
FMOD
Cross-platform audio library. Used to play decompressed sound effects and stream MP3 music to users on particular parcels. See FMOD.org.
Grid
A collection of sims. Linden Lab runs several grids for internal and external testing.
Host
Any server computer, but usually a sim.
Indra
The internal code name for the software project comprising the Second Life Servers (Userserver, Spaceserver, Dataserver, Simulator, and Backbone) and Viewer (the client)
JPEG2000
Wavelet based image compression format. Inherently progressive, so images can be displayed with only partial data available, without increases in file size. See the Wikipedia entry on JPEG2000.
Kakadu
Cross-platform high-performance JPEG2000 library. Linden Lab does not have redistribution rights to Kakadu so the open source viewer ships with OpenJPEG.
LSL
Linden Scripting Language, a C-like language used for server-side scripting of objects.
Message Template
The protocol description for UDP packet communication between the viewer and servers. Described in the text file app_settings/message_template.msg.
Ogg Vorbis
Open source audio compression library. Sound effects are stored as .ogg files in the asset system. See Ogg Vorbis.
Parcel
An area of land owned by a single user or group. Parcels are composed of square blocks measuring 4x4 meters, but the blocks do not have to be contiguous. Parcels have both an integer local id and a global UUID.
Prim
Abbreviation for primitive.
Primitive
3D object in the world. Each prim is represented by a set of parameters, including position, scale, rotation, shape, cut, hollow, etc. Prims can be linked together into link sets. They can also be attached to avatars, but this process is separate from linking. Primitives are implemented in LLPrimitive, with vertex generation performed in LLVolume and rendering in LLVOVolume.
Quaternion
Representation of a rotation. SL uses unit quaternions represented in four floats. This allows only three floats to be transmitted and the remaining value reconstructed on the viewer. See GameDev article on quaternions.
Region
Data set for a region of the world, like “Orientation Island” or “Ahern”. A region can be run by any simulator process, and regions move from sim to sim as the hosts are shut down, crash, etc.
Sim
Server host machine, for example sim1234.agni.lindenlab.com. The SL server grid consists of 2000+ sims. Sometimes “sim” is used incorrectly to mean simulator process or region.
Simulator
The primary SL server process. Each simulator process simulates one 256x256 meter region. As the viewer moves through the world it is handled off from one simulator to another. Multiple simulator processes run on each server host, currently 2 to 16.
SL
Common abbreviation for Second Life
Task
Server-side representation of a primitive or link set. Since primitives can contain scripts or be physically simulated each task adds load to the server process. The agent is also represented as a task on the server, but has extensive additional processing.
Texture
An image applied to the surface of an object.
UUID
Globally unique identifier, a 128-bit number represented as a 16-byte binary value or 36-byte hexadecimal string. UUIDs can be generated by any part of the system and are guaranteed to be unique. See Wikipedia article on UUIDs.
Vector
An array of floating point values used to represent positions, colors, etc. Implemented in LLVector3, LLVector4, LLColor4, etc.
Viewer
Client software, written in C++, that runs on the user’s Windows, Macintosh, or Linux computer. The process is named “newview” for historical reasons. You may specify Client parameters to it to alter its default behaviour.