Difference between revisions of "Region"

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(LSL scripts are generally sim specific, and can't easily roam across the grid)
(grossly inaccurate.)
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"Region" is a simulated environment as itself (or simulated parameters). The land in SL is hosted on a Linux server , each CPU handle 65,536 m² (256x256m) region. Current class5 host server has 4 CPU cores, so each server handle 4 regions. (except for void type region which are 4 per CPU).
The land in SL is hosted on dual-core dual-cpu Linux servers. Each region is 65,536 m² (256x256m), there are two types of regions: Normal and Void. A server hosting normal regions hosts two regions, one per cpu{{Footnote|1={{KB|4235|Information about Openspaces (Void Regions)}}|handle=cpu}}. On the other hand void regions are hosted 4 per cpu but support fewer prims and users{{Footnote/dup|cpu}}.


To learn more about the servers hosting SL, you can read the series of articles [http://blog.secondlife.com/?s=%22class+5%22] that have been posted to the SL blog.
To learn more about the servers hosting SL, you can read the series of articles that have been posted to the [http://blog.secondlife.com/?s=%22class+5%22 SL blog].


See: [[Viewer coordinate frames]]
== Effects on Scripting ==


== Effects on LSL Scripting ==
Scripts can detect their current region, and can detect region changes, but these factors are normally separate from region coordinates. There is a delay associated with an object moving from one region to another, this happens because object and all of it's scripts states must be serialized, sent to the new region, and deserialized.


Scripts generally only deal with one coordinate system and one sim at a time. Commands that move objects are generally confined to one simulator, covering an area of:
== Footnotes ==
*X: 0 to 255.990
{{Footnotes}}
*Y: 0 to 255.990
*Z: 0 to 767.990 typical (up to 1023.990 with precision, beyond 4 billion without precision)
 
Scripts can detect their current region, and can detect region changes, but these factors are normally separate from region coordinates. Non-vehicle scripted objects cannot easily traverse the grid, to move across the world from one particular sim to another.

Revision as of 01:02, 29 May 2008

The land in SL is hosted on dual-core dual-cpu Linux servers. Each region is 65,536 m² (256x256m), there are two types of regions: Normal and Void. A server hosting normal regions hosts two regions, one per cpu<sup class="TablePager_nav" style="font-size:75%;" id="fn_1" title="[KB]">[1]. On the other hand void regions are hosted 4 per cpu but support fewer prims and users<sup class="TablePager_nav" style="font-size:75%;" id="fn_1" title="[KB]">[1].

To learn more about the servers hosting SL, you can read the series of articles that have been posted to the SL blog.

Effects on Scripting

Scripts can detect their current region, and can detect region changes, but these factors are normally separate from region coordinates. There is a delay associated with an object moving from one region to another, this happens because object and all of it's scripts states must be serialized, sent to the new region, and deserialized.

Footnotes

  1. ^ [KB]