Game Development Reference
In-Depth Information
distribute, and transmit the work); (2) remix it (adapt the work), and make commercial use of the work, under
the following conditions:
Attribution: You must attribute the work in the manner speciied by the author or licensor (but not in any
way that suggests that the author or licensor endorse you or use of the work).
A suggested form of Attribution would be to add “Virtual World Design Topic written by Ann Cudworth,
model created by Tim Widger, 2013” in the description box of the mesh model you are going to use from this
topic in your virtual world.
2.3.3.2 How to Use the LSL Scripts Provided
Regarding the utilization of the LSL (Linden Scripting Language) scripts provided with this topic, please
follow these guidelines. Each script, shown in the tables of this topic are available in in the Virtual World
Design Book Downloads section, listed by chapter on the website, http://www.anncudworthprojects.com/.
If you are going to use the LSL script take it from there, as a WordPad or text ile, not from the tables in the
topic. The tables have extra enumeration, that will not be needed inworld when the script is going to run.
Some of these scripts have been created by other people, such as the LSL scripts in Chapter 7 and Chapter 15,
are under their own licenses and provided for use under those terms. For the most part, this means keeping
the header of the script intact, so the original source of the script is known. Read each script to be sure you
know its speciic license terms, before you use it.
2.4 OPERATING SYSTEM AND SYSTEM CONFIGURATION FOR YOUR COMPUTER
Throughout this topic, there has been an effort to be platform agnostic. You may be a PC user or a Mac or
Linux-based system user, and there are advantages and disadvantages to each platform in terms of virtual
world design. Whatever computer system you decide to use, it should be of good quality and backed up by
warranties. Virtual world graphics are demanding on a computer system, and you may ind that your settings
in terms of shadows and draw distance cannot be the same as other users if your system is old or on the slower
side of processing speeds.
For the creation of this topic, two computers were used. The irst one was a medium-grade desktop work-
station that was 5 years old and died a slow death as its graphics card started to overheat during an early
summer heat wave. The second one is a custom build by JNCS (http://www.JNCS.com). It runs on Windows
7 Professional, with an Intel Core i7-4770K CPU at 3.5 GHz. The system RAM is 16 GB, and it is running
a 64-bit setup. The graphics card is an NVIDIA GeForce GTX 680. There is much more information about
what kind of systems to use with virtual worlds online at http://secondlife.com/support/system-requirements/.
In general, all key commands in this topic are given with the PC in mind; the alternative keys for the Mac
are given in Table 2.1.
2.5
WHO THIS TOPIC WAS WRITTEN FOR
This topic is most deinitely for you if you have read this far into it. More and more people are using virtual
environments and inding uses based on challenges that require new ways to organize and focus the design
process. This topic is here to help you understand the general principles of 3D design and how to apply them
to your speciic project. It shows that designing is a way of thinking, a way of seeing patterns and systems,
that enables you to support your ideas and get your message across to the visitor in your virtual space.
This topic will also help you teach others how to do this, to help them build the mental scaffolding neces-
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