[Opensim-dev] Inventory and assets

Sean Dague sean at dague.net
Wed Oct 24 11:23:44 UTC 2007


On Wed, Oct 24, 2007 at 09:04:25AM +0200, Stefan Andersson wrote:
> As of my understanding, most assets are re-created; ie, a script gets a new guid on re-compilation, textures get new ids on upload, objects get new id's on duplication et.c - this is a good thing, since it allows for 'older versions' of assets not to be disturbed by updating.
>  
> Then of course, there is stuff like notecards, which I'm a bit unsure of how they actually work in SL.
>  
> Funny that you should mention RDF since I was once involved in building an open source RDF-based application framework, which ultimately proved to be totally useless due to the use of triplets for everything.
>  
> I would strongly advise against 'tall and thin' asset tables, as that
> approach, however convenient at first glance, always leads to grief in
> the end.

+1.  I have always had the same experience on the tripplet approach.

     -Sean

-- 
__________________________________________________________________

Sean Dague                                       Mid-Hudson Valley
sean at dague dot net                            Linux Users Group
http://dague.net                                 http://mhvlug.org

There is no silver bullet.  Plus, werewolves make better neighbors
than zombies, and they tend to keep the vampire population down.
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