Archive for the ‘pet projects’ Category
Stepping stone
I’ve been reading a book about poser this morning and i’m trying to devise animations for my bathtub project, the main challenge being that it is a “pedestal” type of bathtub, and i want to animate it fully, wich also means a “walk-in” animation.
Added difficulty, making the avatar look like it is ACTUALLY walking the steps up, wich means i need to import in poser, somehow, the bathtub primwork, wich i did but i had to literally jump through hoops to get the bathtub to be “roughly” to the proper scale, because even if pose is in meters, the sl avatar in poser is like .. 1.45 meters, while ruth in sl tower at 1.85 meters.
I started placing a couple ‘key’ frames, a picture is worth a tousand words.
It’s .. “about right” in SL, i’m kinda hoping that making the animation fluid and natural will divert peoples from the fact their feets “might” sink/hover in/on the steps.
Some more pet projects…
I’ve been a bit away from sl those days, short of some social interaction, i didn’t feel like building, or well… scripting.
I’ve spent some time working on a new pet project of mine, wich is my personal gamemode for Gmod, for those who don’t know Gmod, it’s some kind of very flexible sandbox game built on the HL2/Source engine.
It’s not SL, but it’s different, in many way it’s more powerfull creation wise.
Well enough talk, here are a couple of screenshots that show what i’ve been up to.
Some more skinning …

The language is called lua, it’s not the first time i see it and it’s quite different from LSL and PHP and in many ways more powerful.
The code is split into a server, a client part, and a shared part. The client part is just a dream to work with when making interfaces and fullscreen effects compared to SL.
I’m not even going to mention the word “SHADER” compared to SL when making models and materials for them.
Don’t worry everyone, i’m not planning to leave SL just yet, but … i’m trying to broaden my horizon, and generally get my head out of SL so i start having good ideas again.
OpenBittorrent.org & Bitlet plugin
Openbittorrent is a pretty cool thingie, basically it’s an open access bittorrent tracker, however it has no “torrent upload” or search engine interface, since all files on a tracker are hashed, the tracker has no way to know what it is indexing.
This article is also a test of the bitlet web based torrent downloader. You can try to download it, it’s only a small kernel file for my phone, virus free and legal you can Download it using the java bitlet downloader.
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shr_unstable_OpenMoko.torrent
OR
Download the torrent file HERE
Hypergrid
Opensimulator’s Hypergrid, that’s a quite interesting concept…
So basically… in order to mesh the many disconnected grids that pop left and right, the made scientists from opensimulator.org invented the hypergrid protocol, long story short it’s a system that allow one server grid to create a “gateway” to another grid.
For instance here you can see the two sims from the etherniagrid (my personal testbed) ‘Core’ and ‘The Outlands’
Those are mine, however all the other sims are not actually hosted on my grid, they are gateways, basically if you teleport in one of them, the two grid do their mumbo jumbo and Presto! you are actually connected in a different grid.
What makes it really mind bending is that you don’t actually NEED to have an account on the other grid, they do some kind of handover, also, you keep your apparence and .. i think your inventory is still connected to the old grid (i think)
I haven’t found yet how to go back home without logging out but , hey that’s quite impressive in itself.
Chore system update
I did iron out the incinerator code, aswell as the trashcan and the exterior dumpster.
Trashcan:
- Accept buckets of anything, store it as trash
- Produce Trashbags if emptied.
Incinerator:
- Accept trashbags
- Accept buckets of anything
- Start up with matches
- Stop with bucket of water
- Stop if no more trash and/or ashes is full.
- Produce ash buckets.
Exterior Dumpster:
- Accept ash buckets
- No capacity limit.
I also tried to cleanup some of my code and to reduce potential client side lag (only make prim updates when the change to the prim is significant)



























