Moved!
Whaaaaat?
I moved my blog AGAIN?
You're going to have to update all your bookmarks and RSS readers?
That's insane!
Whaaaaat?
I moved my blog AGAIN?
You're going to have to update all your bookmarks and RSS readers?
That's insane!
Posted by
J
at
12:01 AM
Like many of the other people who have already responded, I've been burnt out on some particular part of SL at once time or another. And I know for certain that I have felt burnt out while in SL. But I'm not sure if I was burnt out on SL, or burnt out about something else while I happened to be in SL.
You see, I'm a creature of change, and I have to move from project to project quickly or I become bored and apathetic—not just with that one project, but with other things in my life, too. So if I get burnt out on something in RL, my mood tends to carry over into SL, and vice versa. As I've come to know this about myself over the years, I have been careful to monitor my mood, identify anything that is bothering me, and make a change to fix it.
I can distinctly remember, when I was merely a wee newblet crawling my way around the Grid as I drew sustenance from the Shelter, that I had concerns that I was spending too much time in SL. Like many other new Residents, I got hooked, and wanted to spend as much time as possible exploring this marvelous new world! I knew that if I kept it up, I would burn out and get sick of SL.
When I (inevitably) started to get tired of SL, and couldn't think of anything to do, I cut back on the hours I was spending in SL, and paid more attention to the things that interested me in RL.
I have, from time to time since then, noticed myself spending too much time in SL. When that happens, I take a little bit of time off, or just cut back my hours for a while. So far, I've always come back to SL, and always found it more enjoyable and interesting than it had seemed before.
Posted by
J
at
7:28 PM
Labels: not-a-meme 0 comments
The question for consideration this round:
Have you ever burned out on Second Life?
By "burn out", I mean "experience fatigue, frustration, or apathy resulting from prolonged stress, overwork, or intense activity."
Basically, have you ever just got sick and tired from too much SL? What happened? How did you deal with it?
I'll post my own response soon.
Posted by
J
at
6:43 PM
Labels: not-a-meme 4 comments
This afternoon at 3PM PST, I'm giving a 1-hour lecture and demo at the Shelter in Swinside! The topic is prim attributes—you know, things like Twist and Taper and Hole Size
Everybody should come at get some learnin' in their brains about prim attributes! I offer my knowledges to you for free!
And then you should stick around after the class, because at 4:30PM is the überfun Building Shelter contest, hosted by our favorite commodity, Coal Nelson! With the power of prim attributes unleashed, you can be sure that there will be some cool builds today!
P.S. I'm going to try to think up a Not-A-Meme challenge for folks today. Stay tuned!
Posted by
J
at
2:23 PM
Mera poses the challenge: Tell us what you like most about Second Life.
Dolmere wrote in his response to the challenge:
I still remember Mera exclaiming something like "I love this place. It's good to know that the skills I have spent my life learning are appreciated somewhere".That reflects much of the appeal of Second Life to me: the sense of efficacy and satisfaction that I derive from it. The things that I love are things that matter in Second Life. And I love what things matter in Second Life.
Posted by
J
at
12:28 AM
Labels: musings, not-a-meme 2 comments
Mera demands: Tell us what you like most about Second Life.
Oooh, that's a toughie. Well, after thinking it over for a while, I decided that what I like most about Second Life is...
TEH BLING, BABY!. AWWWW YAEH!!!1
TEH PEOAPLE, BAYBEE!. AWWWW YAEH!!!!!!11!1
Posted by
J
at
11:27 PM
Labels: not-a-meme, silly 1 comments
If I were to name two locations in Second Life to show a new Resident, what would they be?
Well, if I'm going to be giving a newbie the ultra-premium tour de luxe of Second Life, that newbie is probably a clever one, bursting with raw creative will!! I want to expose that Resident to the amazing possibilities in Second Life, and get them started on the path to supreme excellence!
First stop: Jopsy Pendragon's Particle Laboratory!
Posted by
J
at
9:11 PM
Labels: not-a-meme 1 comments
What a super idea! I've got the YAYZERAMA HANDS too now!!
Features like this (and other cool things, too!) could be added to the viewer client, 'specially now that it's open source, but so many features require just a little bit of help from the server to do it properly.
For example, right now there's no good way for the sim to remember "This prim has a saturation of 0.5 on all its sides" and tell that to everybody that comes by, so there isn't any way to share the desaturated goodness with anyone else! (Maybe you could store some cryptic data in the prim's name or description for other special viewers to notice, but that would be a dirty, dirty hack. Yuck!)
Sure, we could tug on the Linden programmers' shirt tails every time there's a new client-side feature we'd like the sim to store a little bit of data for. But, even if they were just twiddling their thumbs all day and waiting for something to do, there would never be enough time to add something for every feature that someone thinks up. (Plus they'd have to do a grid-wide update every 15 minutes.)
A better way would be to give each prim a little pocket where it can hold some arbitrary data to give to viewers that see it. There would be a hard limit on the size of the data (maybe 1k, or 5k), and it would be completely up to the viewer software to decide what to do with it. And of course, scripts would have to be able to read and write this data!
Ideally, objects and prims in SL should be sent as XML, kinda like this:
<primitiveThen the scripts could do something like this:
name="My Awesome Prim"
description="The best prim ever made."
shape="torus"
texture_uuid="top: [uuid], bottom: [uuid]"
contents="[first_item_uuid], [second_item_uuid]"
size="8m 2m 2m"
skew="80%"
awesomeness="23.5" />
if( llGetAttribute( "shape" ) == "torus" )Or if we had a decent scripting language, like ruby, it would be like this:
{
llSetAttribute( "awesomeness", "infinity" );
}
if self.shape == "torus"And if you had a special viewer client that was programmed to understand the "awesomeness" attribute, the client could do something cool like write "This prim is so awesome!!" on your screen with a big squiggly arrow pointing to it.
self.awesomeness = "infinity"
end
Posted by
Jacek
at
5:55 PM
Labels: feature, ossviewer 1 comments
Jacek has a background in the fine arts, graphic design, 3d computer animation, and computer programming—and a curiosity in just about every other area known to mankind.