[Opensim-users] use of C# in scripts

Asaff Belfer asaffb at gmail.com
Wed Feb 27 07:33:49 UTC 2019


I get your feelings and I think the same that LSL can be better. I've been
in SL only a few years but I can imagine what goes on behind the scene. I
believe it's a struggle to keep such a company afloat as there is a huge
infrastructure to support and a complex system that requires end user
support as many low tech users are using it and tech support is an
expensive resource. Add research and development to it and you'll get a
monster that you need to feed.

As for opensim, I think that a secondary scripting system can be added. If
today you can annotate your code to specify the script language (i.e. c#)
maybe there is a way to set things up so that you could implement other
scripting languages and use that annotation to route the code to the right
compiler.


Asaff


On Wed, Feb 27, 2019 at 12:16 AM Haravikk <opensim at haravikk.me> wrote:

>
>
> > On 26 Feb 2019, at 19:28, Serendipity Seraph <seren.seraph at gmail.com>
> wrote:
> >
> > As a software engineer the things that deeply bug me about LSL include:
> >
> > 1) no real way to get reuse vs copy and paste where needed.  Major blow
> to
> > possible efficiency gains of not having multiple copies and to
> > maintainability.  No import/include or library concept or support.
> >
> > 2) almost no real data structures  and no way to roll your own.  Yeah you
> > can do 1970s era hacks sort of.
>
> The problem with LSL is that it's just plain shit, to use the correct
> technical expression; I mean seriously, no proper array but instead we get
> a linked-list that is fully copied on even minor modifications, thus
> eliminating all benefits of it being a linked list? So you got both linear
> access time, bad performance all round AND you can't even add to it
> efficiently!
>
> I dunno if OpenSim managed to optimise that to use a real linked list
> behind the scenes but then performance hasn't been such a big issue for me
> since I'm running lightweight private sims on actually half-decent
> hardware, but for Second Life itself it's always been a bad joke for, has
> been now for what, 15 years?
>
> It always bugged me how much it felt like somebody's first year compiler
> class project that they then just rammed into the first programming job
> they got, which to our misfortune happened to be Second Life, and we've
> been stuck with it ever since.
>
> Obviously I get why OpenSim keeps LSL, since it makes it easier for people
> to port scripts over from SL, but man it's a bad language. There were
> superior scripting languages 20 years before SL even existed; it has never
> made any sense why they rolled their own, or didn't even copy elements from
> actually good languages and APIs. The SL version of LSL is also the only
> language I'm aware of that has not one, but three broken implementations of
> base64 XOR; seriously, not one of them is actually correct.
>
>
> Sorry, that's really just a bit of a rant and not terribly constructive,
> but man it annoys me.
>
> OpenSim has so many useful capabilities compared to SL but it does still
> feel like LSL constrains what we can do a bit; I can only imagine how great
> it'd be to have a proper object oriented API in some other language, but I
> doubt it's something I'm likely to have time to work on myself.
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