[opensource-dev] Second Life Community Convention 2010 - Boston - Aug 13-15th
Hi all, Sending out the official announcement about this year's SLCC 2010, we look forward to a really terrific convention this year! Be sure to visit the website at http://slconvention.org to submit a proposal, volunteer to lead a track, or just plain volunteer - we always need the help! As a side note, we've received a couple of requests for a Technical OpenSource track for the convention this year, which we're happy to add to the program, but only if someone can step up to the plate to lead the track and/or we get enough proposal submissions. If you might be willing to do this and have questions, feel free to let me know or just go ahead and fill out the Track Leader form on the website. We don't want to leave any segment of Second Life out, but we need folks from the community to help represent their areas too! All the best, - Fleep *2010 Second Life Community Convention -- Coming Together!* The 6th annual Second Life Community Convention (SLCC) will take place in Boston, August 13-15, at the Boston Park Plaza Hotel and Towers, with a new organizing committee at the helm. AvaCon, Inc. has taken over the reins for the convention with a team experienced in the production of SLCC. The goal of SLCC is to bring the many Residents of the Second Life community together to network, build friendships and to discuss Second Life in a common forum. Since its inception, SLCC has been organized *by* the community *for* the community. All of the organizers and volunteers who plan and staff each year’s convention donate their time, expertise, skills and love of Second Life® to create a great experience for attendees. “While we all value our experiences in the virtual world, SLCC allows us to meet each other in person, share meals together, learn from one another, and celebrate the abundant creativity that Second Life® makes possible,” says organizer Misty Rhodes. The Second Life Community Convention presents a number of tracks relating to how people are using SL. Last years convention tracks included Education, Business, Health and Support, Nonprofit, Music, Fashion, Art, Theatre, Poetry, Performance Community. This year organizers are melding areas which have overlapped in the past. “We’ve changed the names of some of the tracks slightly to better reflect the most common topics at the convention, and we expect that Business Enterprise, Education Research, and the Live Music Performances track will be equivalent to ‘full tracks’ with the most sessions per day, while the remaining tracks will be ‘half tracks’ with fewer sessions over all,” explains Rhiannon Chatnoir of the organizing team. AvaCon, Inc. has launched a new website at http://www.slconvention.org which has all the details for the convention content, registration, sponsorship, and volunteering opportunities. The site will act as the center for information about tracks, social events, location, and other details for attendees. Submission forms for proposals for panels and presentations can be found there, along with specifics for advertising in the convention program. Sponsorship opportunities are also available for the Second Life Community Convention. Sponsors have the opportunity to reach a highly coveted target demographic of tech-savvy early adopters, virtual world developers and thought leaders, online community organizers, and the most innovative and dedicated Second Life Residents. In addition to reaching the audience of 350-400 attendees of the convention in Boston, sponsors also have the opportunity to reach an even broader audience of thousands of Second Life residents through the virtual convention site hosted in the virtual world of Second Life http://secondlife.com/. Registration for the convention includes access to the convention content, exhibits, and lunches on convention days. The Early-Bird Registration is available to the first 50 paid registrants at $185. Through July 3, Early Registration is $230, and the Regular Registration price is $260. Because SLCC is organized *for* Second Life Residents *by* Second Life Residents, including teens – there’s something for everyone! Content creators, artists, and musicians attend to share ideas, get creative, and learn new techniques from the pros. Enterprise users and businesses discuss strategies for success and techniques for maximum ROI. Educators present research, best practices, and workshops. From casual users, community groups, and roleplayers to the serious side of Second Life, come to the conference to learn, share, and network with the real people behind the avatars! *AvaCon, Inc.* is a non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. AvaCon holds conventions and meetings to promote educational and scientific inquiry into these spaces, and to support organized fan activities, including performances, lectures, art, music, machinima,
[opensource-dev] Moving #opensl (IRC) to freenode.net
After a short brain storm on the latest office hours, it was decided that it makes more sense for an open source project to use an IRC channel on freenode. Pending objections (with arguments), we should make the move this week. Please reconfigure your IRC client and see if you can find it and join us there. Right now we registered #opensl only. A few servers you can choose from: irc.freenode.net irc.eu.freenode.net irc.au.freenode.net irc.us.freenode.net All of which should listen on at least port 6667. A detailed list of servers can be found here: http://freenode.net/irc_servers.shtml About freenode. Most question should be answered in their FAQ ( http://freenode.net/faq.shtml) for example for nick registration and cloaking your hostname if you so require. Note that one of the advantages that we get from this move (though by no mean the reason) is that freenode allows very long nick names, so that it becomes possible to use your full SL name as nick name if you wish. From the FAQ: *What is freenode about? Why is it here? * freenode is a special-purpose, not a general-purpose, discussion network, currently implemented on Internet Relay Chat (IRC). It exists to support specific communities. It provides an interactive environment for coordination and support of peer-directed projects, including those relating to free software and open source. Our aim is to help our participants to improve their communicative and collaborative skills and to maintain a friendly, efficient environment for project coordination and technical support. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Moving #opensl (IRC) to freenode.net
On Wed, Jun 2, 2010 at 2:38 PM, Aleric Inglewood aleric.inglew...@gmail.com wrote: Note that one of the advantages that we get from this move (though by no mean the reason) is that freenode allows very long nick names, so that it becomes possible to use your full SL name as nick name if you wish. Oops, as Discrete Dreamscape pointed out, that is not true :/ While longer than on efnet, the nick is still only allowed to be 16 characters in total. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Introduction
On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote: Conflict is fine - sometimes it's even productive, as long as it's done in a way that recognizes that everyone is ___ Sorry, people, Oz got into a fight. He'll pick this up again after the beating... -- Monty Brandenberg 617.401.2384 mo...@lindenlab.com ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Introduction
On Wed, Jun 02, 2010 at 11:51:11AM -0400, Monty Brandenberg wrote: On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote: Conflict is fine - sometimes it's even productive, as long as it's done in a way that recognizes that everyone is ___ Sorry, people, Oz got into a fight. He'll pick this up again after the beating... As inspector Clouseau already wisely said in one of his movies: There is a time for fighting and there is time for not fighting... And the time for fighting is... -- Carlo Wood ca...@alinoe.com ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Introduction
On Wed, Jun 2, 2010 at 10:58 AM, Carlo Wood ca...@alinoe.com wrote: On Wed, Jun 02, 2010 at 11:51:11AM -0400, Monty Brandenberg wrote: On 6/1/2010 9:30 PM, Oz Linden (Scott Lawrence) wrote: Conflict is fine - sometimes it's even productive, as long as it's done in a way that recognizes that everyone is ___ Sorry, people, Oz got into a fight. He'll pick this up again after the beating... As inspector Clouseau already wisely said in one of his movies: There is a time for fighting and there is time for not fighting... And the time for fighting is... Isn't that about the time that he would accidentally throw himself out of a window or something? ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Mesh rendering: What does indicesp provide?
I am almost to the point of going crazy. I was going to write a notecard to a Linden, but I've been knocked out of SL for reasons unknown, so I'll have to ask here. In my infinite lack of wisdom, I decided to start working on a project where I replace the heightmap terrain in Second Life with one based on voxels. To get to the core of the reasoning behind this switch so I don't spend too much time on it: * Voxel-based land allows creation of overhangs/caves/floating chunks of land (not possible with heightmaps) * Also adds the ability to handle up to 255 terrain materials (textures, eventually detail shaders) instead of 4, and the materials are placed where desired instead of at fractional heights. I am working on the rendering code in the SL viewer at the moment, having completed the server-side code and some of the client-side packet-handling classes. However, I have zero familiarity with OpenGL, so bear with me. My viewer needs to construct a terrain surface (a mesh) for display. I have completed an LLViewerObject to this end, except for: ::getGeometry(LLStriderLLVector3 verticesp, LLStriderLLVector3 normalsp, LLStriderLLColor4U colorsp, LLStriderLLVector2 texCoords0p, LLStriderLLVector2 texCoords1p, LLStriderU16 indicesp) What is confusing me is indicesp. I think it has something to do with connecting vertices, but I'm not sure how. The example code I am working with uses a mess of lookup tables in the following loop for each voxel: //Draw the triangles that were found. There can be up to five per cube for(iTriangle = 0; iTriangle 5; iTriangle++) { if(a2iTriangleConnectionTable[iFlagIndex][3*iTriangle] 0) break; for(iCorner = 0; iCorner 3; iCorner++) { iVertex = a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner]; vGetColor(sColor, asEdgeVertex[iVertex], asEdgeNorm[iVertex]); glColor4f(sColor.fX, sColor.fY, sColor.fZ, 0.6); glNormal3f(asEdgeNorm[iVertex].fX, asEdgeNorm[iVertex].fY, asEdgeNorm[iVertex].fZ); glVertex3f(asEdgeVertex[iVertex].fX, asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ); } } Can anyone give me any pointers on getting this converted? Thanks. Rob ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges