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	<title>Comments on: Second Life Havok4 Beta Preview Temporarily Offline</title>
	<atom:link href="http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/</link>
	<description>By Linden Lab</description>
	<pubDate>Tue, 02 Dec 2008 06:45:34 +0000</pubDate>
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		<title>By: sleep disorders</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-530601</link>
		<dc:creator>sleep disorders</dc:creator>
		<pubDate>Thu, 22 Nov 2007 07:56:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-530601</guid>
		<description>Everything you wanted to know about sleep disorders
Sleep disorders include a range of problems 
-- from insomnia to narcolepsy 
-- and affect millions of Americans</description>
		<content:encoded><![CDATA[<p>Everything you wanted to know about sleep disorders<br />
Sleep disorders include a range of problems<br />
&#8211; from insomnia to narcolepsy<br />
&#8211; and affect millions of Americans</p>
]]></content:encoded>
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	<item>
		<title>By: Imagine a world without megaprims &#171; Second Arts</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-498668</link>
		<dc:creator>Imagine a world without megaprims &#171; Second Arts</dc:creator>
		<pubDate>Sat, 20 Oct 2007 21:47:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-498668</guid>
		<description>[...] Is there some fundamental incompatibility with a forthcoming build (the Havok 4 physics engine, as some may suggest)?  Or is it a bait and switch, as the Lindens look to pull some other bizarre move like the [...]</description>
		<content:encoded><![CDATA[<p>[...] Is there some fundamental incompatibility with a forthcoming build (the Havok 4 physics engine, as some may suggest)?  Or is it a bait and switch, as the Lindens look to pull some other bizarre move like the [...]</p>
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	<item>
		<title>By: Second Life News for October 7, 2007 &#171; The Grid Live</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492739</link>
		<dc:creator>Second Life News for October 7, 2007 &#171; The Grid Live</dc:creator>
		<pubDate>Sun, 07 Oct 2007 03:48:50 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492739</guid>
		<description>[...] Second Life Havok4 Beta Preview Temporarily Offline Some odd content corruption has been discovered on the Second Life Havok4 Beta Preview, and we have decided to take the preview offline to investigate the causes. We hope to have the Second Life Havok4 Beta Preview available again on Monday. Thanks for your participation in the preview, and we are working to resolve this issue as quickly as possible. [...]</description>
		<content:encoded><![CDATA[<p>[...] Second Life Havok4 Beta Preview Temporarily Offline Some odd content corruption has been discovered on the Second Life Havok4 Beta Preview, and we have decided to take the preview offline to investigate the causes. We hope to have the Second Life Havok4 Beta Preview available again on Monday. Thanks for your participation in the preview, and we are working to resolve this issue as quickly as possible. [...]</p>
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	<item>
		<title>By: concerned</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492187</link>
		<dc:creator>concerned</dc:creator>
		<pubDate>Sat, 06 Oct 2007 04:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492187</guid>
		<description>Thankyou andrew for answering in depth i do not personally use mega prims because they have never been supported by LL and i have seen the adverse effects they have had on some simulators causing massive drops in fps while the maths over collisions etc is worked out.Most occasions you can build a fantastic build/item using clever prim cutting although huge circles do mean a lot work script copy rotation is ok for smaller items but large circles can be a nightmare.

Also pleased that havok has reappeared i used to listen in to phillip talking about havok 2 and have been looking forward to it ever since i knew it would take a while to come but great that now its havok 4 and while i understand at the moment this will bring no new options to our creations i know that this will bring a lot more stabilty and less lag and these are the main issues going on right now apart from database an assets but i know your working on a completely different issue to those so great job.

If you need to recreate a bug let us know we will head on test grid and try to replicate it.</description>
		<content:encoded><![CDATA[<p>Thankyou andrew for answering in depth i do not personally use mega prims because they have never been supported by LL and i have seen the adverse effects they have had on some simulators causing massive drops in fps while the maths over collisions etc is worked out.Most occasions you can build a fantastic build/item using clever prim cutting although huge circles do mean a lot work script copy rotation is ok for smaller items but large circles can be a nightmare.</p>
<p>Also pleased that havok has reappeared i used to listen in to phillip talking about havok 2 and have been looking forward to it ever since i knew it would take a while to come but great that now its havok 4 and while i understand at the moment this will bring no new options to our creations i know that this will bring a lot more stabilty and less lag and these are the main issues going on right now apart from database an assets but i know your working on a completely different issue to those so great job.</p>
<p>If you need to recreate a bug let us know we will head on test grid and try to replicate it.</p>
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		<title>By: Feynt Mistral</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492068</link>
		<dc:creator>Feynt Mistral</dc:creator>
		<pubDate>Fri, 05 Oct 2007 22:45:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492068</guid>
		<description>@Nic Agnomen

Limiting the prim size to X^3 wouldn't help matters.  People could still make a giant cube in a sandbox and then spawn it elsewhere.  It's easily solved by not allowing the object to be placed, but it's still a check the server has to make.  In the end though it would only serve to frustrate people building on a 16x32 lot.  As well, just because you can make a 16x32m prim doesn't mean you'll be placing it within your boundaries.  Andrew's method is suggesting that it would be impossible to put prims (or complete objects) out such that it covers multiple parcels.  Just to clarify.


As for putting a price on prims, that was done once before in SL's past.  Public reaction was rather poor in that aspect, and apparently there was a whole lot of rejoicing when the prim tax was nixed.  I'm all for the idea of giant prims bigger than 10m^3 never getting physically enabled, but having a proper collision boundary for avatar and other physical collision would definitely be nice.</description>
		<content:encoded><![CDATA[<p>@Nic Agnomen</p>
<p>Limiting the prim size to X^3 wouldn&#8217;t help matters.  People could still make a giant cube in a sandbox and then spawn it elsewhere.  It&#8217;s easily solved by not allowing the object to be placed, but it&#8217;s still a check the server has to make.  In the end though it would only serve to frustrate people building on a 16&#215;32 lot.  As well, just because you can make a 16&#215;32m prim doesn&#8217;t mean you&#8217;ll be placing it within your boundaries.  Andrew&#8217;s method is suggesting that it would be impossible to put prims (or complete objects) out such that it covers multiple parcels.  Just to clarify.</p>
<p>As for putting a price on prims, that was done once before in SL&#8217;s past.  Public reaction was rather poor in that aspect, and apparently there was a whole lot of rejoicing when the prim tax was nixed.  I&#8217;m all for the idea of giant prims bigger than 10m^3 never getting physically enabled, but having a proper collision boundary for avatar and other physical collision would definitely be nice.</p>
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	<item>
		<title>By: viagra online</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492047</link>
		<dc:creator>viagra online</dc:creator>
		<pubDate>Fri, 05 Oct 2007 21:36:13 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492047</guid>
		<description>It's nice article! Thanks, good info!</description>
		<content:encoded><![CDATA[<p>It&#8217;s nice article! Thanks, good info!</p>
]]></content:encoded>
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	<item>
		<title>By: Ryu Darragh</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492001</link>
		<dc:creator>Ryu Darragh</dc:creator>
		<pubDate>Fri, 05 Oct 2007 20:17:32 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-492001</guid>
		<description>#56 is right and it's even worse when the two individuals sharing a build are using two seperate *regions*.

The only way a bridge crossing a chasm between two seperate regions can be crossed is if the bridge is built from both sides and extends all the way to *both* ends at the same time. Two seperate overlapping bridges between the regions. If not done this way, the Avatar will fall through the bridge in the new region as the prims overlapping from an adjacent region are phantom.

Perhaps all objects need a permission check box only the owner of the property in question can set - "Allow Object Overlap".</description>
		<content:encoded><![CDATA[<p>#56 is right and it&#8217;s even worse when the two individuals sharing a build are using two seperate *regions*.</p>
<p>The only way a bridge crossing a chasm between two seperate regions can be crossed is if the bridge is built from both sides and extends all the way to *both* ends at the same time. Two seperate overlapping bridges between the regions. If not done this way, the Avatar will fall through the bridge in the new region as the prims overlapping from an adjacent region are phantom.</p>
<p>Perhaps all objects need a permission check box only the owner of the property in question can set - &#8220;Allow Object Overlap&#8221;.</p>
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	<item>
		<title>By: Nic Agnomen</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491997</link>
		<dc:creator>Nic Agnomen</dc:creator>
		<pubDate>Fri, 05 Oct 2007 20:07:09 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491997</guid>
		<description>To Andrew Linden,
Regarding your intention to bring back megaprim I have a suggestion and a comment.

First I know nothing of programming and all of that but what about setting a prim width and lenght maximum size matching that of the land you are building on? Making it impoosible to build something wider then your land. Just a thouht.

Second; my comment;
Thank you so much for bringing back the huge prim eventually, we really need this.

THanks again, take care
Nic</description>
		<content:encoded><![CDATA[<p>To Andrew Linden,<br />
Regarding your intention to bring back megaprim I have a suggestion and a comment.</p>
<p>First I know nothing of programming and all of that but what about setting a prim width and lenght maximum size matching that of the land you are building on? Making it impoosible to build something wider then your land. Just a thouht.</p>
<p>Second; my comment;<br />
Thank you so much for bringing back the huge prim eventually, we really need this.</p>
<p>THanks again, take care<br />
Nic</p>
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		<title>By: Havok4 Preview Updated and Open &#171; Official Linden Blog</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491981</link>
		<dc:creator>Havok4 Preview Updated and Open &#171; Official Linden Blog</dc:creator>
		<pubDate>Fri, 05 Oct 2007 19:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491981</guid>
		<description>[...] and&#160;Open Friday, October 5th, 2007 at 12:29 PM PDT by: andrewlinden   The Havok4 preview was temporarily closed, but we&#8217;re bringing it back up for testing. We&#8217;ll be watching it carefully for crashes [...]</description>
		<content:encoded><![CDATA[<p>[...] and&nbsp;Open Friday, October 5th, 2007 at 12:29 PM PDT by: andrewlinden   The Havok4 preview was temporarily closed, but we&#8217;re bringing it back up for testing. We&#8217;ll be watching it carefully for crashes [...]</p>
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	<item>
		<title>By: Uccello</title>
		<link>http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491979</link>
		<dc:creator>Uccello</dc:creator>
		<pubDate>Fri, 05 Oct 2007 19:23:41 +0000</pubDate>
		<guid isPermaLink="false">http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/#comment-491979</guid>
		<description>Thank you, Andrew, for all your comments on Mega Prims. Some 90% of the technical talk was beyond me, but what I heard was promising: Existing builds with mega prims should not be affected and there may be a mean by which they can be "brought back" as a feature. Keep up the hard work, Andrew!

Donuts for everyone!</description>
		<content:encoded><![CDATA[<p>Thank you, Andrew, for all your comments on Mega Prims. Some 90% of the technical talk was beyond me, but what I heard was promising: Existing builds with mega prims should not be affected and there may be a mean by which they can be &#8220;brought back&#8221; as a feature. Keep up the hard work, Andrew!</p>
<p>Donuts for everyone!</p>
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