[Opensim-users] LSL Second Life/Opensim incomptability list

ssm2017 ssm2017 at gmail.com
Thu Mar 1 11:38:02 UTC 2012


hello
maybe we can have 2 solutions :
- add opensim status on every page in lslwiki.net (if the owner allows
it for sure)
- clone the same presentation as the one in
http://wiki.secondlife.com/wiki/LSL_Portal ans also make an OSL_Portal

Le 1 mars 2012 04:31, Marcus Llewellyn <marcus.llewellyn at gmail.com> a écrit :
> On 2/29/2012 7:11 PM, Dr Ramesh Ramloll wrote:
>>
>> :( I looked at the list and I feel somewhat worried that geometric
>> functions such as llDetectedTouchPos ... just one of them, is not on
>> this list.
>> And here I was dreaming of how the latest things I implemented would work.
>> Cannot complain because opensim is free, but u can understand my :(
>
>
> I can help a bit here my assuring you that there are implementations for
> various llDetectedTouch functions in OpenSim. I haven't made use of
> llDetectedTouchPos myself, but I have used llDetectedTouchFace and
> llDetectedTouchST in the Speedbuild Board on OSGrid which sees regular use,
> and has had no issues. Taking a quick look at OpenSim's code, I can see that
> there are also implementations for llDetectedTouchBinormal,
> llDetectedtTouchNormal, llDetectedTouchPos, and llDetectedTouchUV.
>
> In my experience, the default script engine in OpenSim does have its own
> quirks. There are slight differences in variable scope and error handling.
> OpenSim's XEngine tends not to be as tolerant of many of the little tricks
> and shortcuts that are permissible over at SL. I find it is generally best,
> when possible, to write script specifically for OpenSim. You certainly can
> port a script to or from SL and OpenSim, but one needs to be prepared to
> chase down errors and rewrite lines that the script engine doesn't like. The
> larger and more complex the script, the worse this chore can be.
>
> I think the largest differences will be seen in any script that deals with
> server-side physics. This isn't so much the script engine's fault so much as
> that OpenSim's ODE physics engine and many of it's settings are simply
> different than the Havok physics engine that SL uses, and ODE often handles
> physical objects with much less finesse.
>
> Marcus
>
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