In-world scripting vs back-end programming

In yesterday’s lecture I gave an introduction to Linden Scripting Language (LSL).  While LSL is a versatile and powerful language, I ought also to have mentioned that writing complex scripts may not be the best way forward.  I recall MUVEmarket having developed a complete operating system on top of LSL as middleware for supporting a very sophisticated training interface that facilitated naive users’ participation with no need to know anything about inventory, notecards, and the other paraphernalia of Second Life au naturel.  The big problem was that it was occasionally ‘breaking’ as Linden Lab made minor changes to the infrastructure, in particular messaging.

Last year I was part of a consortium submitting a (sadly unsuccessful) Framework 7 proposal to develop a training environment within OpenSim.  We took a different approach: let the OpenSim region be just the presentation layer, with all the clever stuff done back-end:

A further advantage of this approach was that, since the core functionality would have been independent of the presentational interface, porting to other platforms–to Unity3D, for example–would have been simply a matter of developing APIs to other 3D environments rather than rewriting the entire program from scratch.

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About Christopher Hutchison

Museologist, cognitive dissident, political grouch, curmudgeonly bibliophage, and all round jolly nice chap.
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