Svarga: A Land Without Mesh 2
To many users of Secondlife, mesh- assets created in external 3D modeling programs, has become an essential part of their user experience. But what if mesh never happened?
In Svarga, an ecosystem dating back to SL's earliest years, we can see what the world would look like. Unlike many other older, non-mesh simulators, there are also ZERO laggy sculpts. Everything you see around my avatar is 100% made from in world tools. Prims! Additionally, all textures are 512 or smaller.
Most astonishingly, every living thing in the simulator is actually *alive*. Scripted herbivores munch on grass, and carnivores eat the herbivores. Flowers and trees release seeds, and weeds bob on the water. Despite this incredible dedication to a life like scripted ecology, there was zero lag even at the highest graphic levels my system could handle.
Want to perfect optimizing your content for Secondlife? Head to Svarga, and study how they did it without modern tools.
Svarga: A Land Without Mesh 2
To many users of Secondlife, mesh- assets created in external 3D modeling programs, has become an essential part of their user experience. But what if mesh never happened?
In Svarga, an ecosystem dating back to SL's earliest years, we can see what the world would look like. Unlike many other older, non-mesh simulators, there are also ZERO laggy sculpts. Everything you see around my avatar is 100% made from in world tools. Prims! Additionally, all textures are 512 or smaller.
Most astonishingly, every living thing in the simulator is actually *alive*. Scripted herbivores munch on grass, and carnivores eat the herbivores. Flowers and trees release seeds, and weeds bob on the water. Despite this incredible dedication to a life like scripted ecology, there was zero lag even at the highest graphic levels my system could handle.
Want to perfect optimizing your content for Secondlife? Head to Svarga, and study how they did it without modern tools.