Tuesday, January 27, 2009

Quantum Core - Not just for combat


I'm on the "love creator" side of this question. Not just because Quantum Core is an elegant and well-supported "weapons system." I actually have very little use for it in that capacity; my primary use for it is as a building, navigation and exploration tool. The ability to quickly teleport to wherever one's camera is looking is invaluable. It can spawn a walking platform anywhere - very handy when working on a skybox! And the non-physical vehicle/shield/cloak is an amazingly useful tool for cinamatograpy and photgraphy. It replaces any number of scripts and utilities that I might otherwise have running at once.

I feel that by supporting QC and talking it up, I'm also supporting and it's user and development community - and of course Darling Brodie. One of it's most important functions is actually somewhat counter-intuitive, which might just be summarized so: "pissing off the Lindens."

That is to say, Darling Brodie is an inspired hacker with a talent for creating beautiful exploits and unintended interactions, things that nobody on the design end would have thought to try - and who clearly resent on a deep, dogmatic, philisophical level. Of course, if nobody deliberately exploited those bugs, they would lie in wait for people like me, people who push buttons, believing they are in the right order.... and >kaboom!<

So, as annoying as some may find it - Darling Brody makes SL a lot more robust for everyone in the medium-short-term, as opposed to the long term. Simply by keeping and maintining a community that will make the necessity to discuss patches needful - and sometimes for demonstrating that a bug may well be a feature.

For myself, though, the single best recommendation for QC is the fact that it makes other weapons franchise owners go mental. There's a very interesting political aspect to this, as illustrated above. But you can get more background into the politics at the QC blog. Furthermore, I strongly believe there IS a need for tools to enforce community standards without dragging the Lindens into it. There are far, far too many conflicts of interest involved in that; furthermore, the entire point to SL is simulating and exploring various human interactions - including alternative legal and social organizations - without deadly risk.

And, due to human nature, some of those explorations will be be made by pests and idiots.

I think it ironic that the Lindens have themselves purchaced the QC to pest-proof their environments; I think it likely that as they play with it, they will start to see how it's an extention of SL in many ways - if not in terms of code, in terms of intent.

I'd like to encourage everyone to consider how much further we all have to go, how much coding (for such little compensation) MUST be done to achieve the obvious goal - a standard, common, robust and intuitive standard for a useful and flexible 3D environment, and how difficult that is to achieve in a typical way. Life is a remarkably fuzzy phenomonon; developing a simulation cannot really succeed without being equally messy and random.

There are two standards to shoot for ... so to speak ... that if implemented will take care of most of these things by definition. First, the ability to simulate a large-scale sport or combat event in a single sim without appreicable lag.

Second, the ability to much more effectively and transparently simulate sex. If that experience can be made intuitive enough - it will make everthing UP to the point of sexual interaction possible. Philisophically, morally and personally, I think that simulating sex is a far better and nicer thing to base a world's development on than simulating combat - but, of course, I'm an notorious pervert.

Not that such a thing makes me incorrect in the slightest.

The Paintree Heavy Collar - Open Collar Scripted


I've become active in the Open Collar community, which is dedicated to making a common, open source BDSM roleplay collar. Part of the reason for this is due to my own predilections, but there's a deeper reason for this - we are also building foundations for script based interactivity in Second Life - the concepts and code that will eventually make it possible for Second Life to become a truly useful and infinitely flexible interface.

The "Perverts" are always in the first wave.

The Open Collar depends on the Restrained Life Viewer and compatables - see sidebar for links, and you won't get the most use of it without wearing a Relay and using the viewer. What I am discovering - as a designer - is that I can pervert the scripts into RP objects that may or may not have any direct intended BDSM functionality. For instance, a leash is also a tether - when you are having a nice spacewalk. It's all in the texture and the intent - and even when you have the full kit on and locked in place, you are specified as the "owner" of the collar by default.

This shows the first collar I've felt happy enough with to put on sale. I have a couple of others in progress, and I'm working on a fully integrated space-suit, which should lend itself to all sorts of play opportunities and story-lines in places like

While this is a fully functional BDSM scripted collar making use of a Restrained Life Viewer, the functions can be used for many other things - one of my favorite being a blinding fast avatar switcher.

Simply place an entire avatar, with all attachments, into an #RLV folder slot. At that point, it's one click away. It's also a great way of putting on and taking off scripted attachments without any fuss or bother. Land owners love you for NOT walking around with scripted objects you don't actually need.

For instance, I'm going to be putting my Quantum Core in my #RLV. (More on QC in a subsequant post.)

Combine that with the fact that appearance overrides allow you to show or hide any or all of the collar bits, and you can see how this system is an indispensable role-play utility tool, with almost infinite options for clever designers. And I do like to think of myself as a clever designer.

WilliePunk? "Varla Dane" is quite the inspiration.


Varla Dane is an inspired uber-retro comic strip that harks back to the fetish artists of the 1920's, (Such as John Willie) complete with an analog interface steeped in crackle-finish and smelling faintly of ozone and presented in glorious black and white.

And yes, there are t-shirts and posters. :) Not enough-but well worth a look.

Sabra Hemmingway

Sabra Hemmingway
3118773044_ed7e1154d5_o, originally uploaded by sabrainsl.

It's a shame I missed the opening of the exhibition. Oh, who am I kidding; I really do avoid concentrations of people; that's one third computer limitations and two thirds wetware issues. So now is a perfect time to go, from my point of view. And if it's not still there - well, then it's time to look at her photostream.

There's one more example immediately below, selected because it's themed for this blog. Nonetheless; some of her most powerful images are urban landscapes dominated with swirls of colors in high electronic impasto. Stunning work and absolutely worth a Second Look.




BDSM By Sabra


silentsabraFR, originally uploaded by sabrainsl.

Thursday, January 22, 2009

Everthing I do seems a little creepy...








With a little help from my friends. Beautiful, inexpensive and eccentric skins, well worth dropping by the {frick} skybox: http://slurl.com/secondlife/Baines/171/54/434

They come with cute shapes - and I'm going to be keeping them - but this skin inspired me. I have such trouble finding pale skins that fit my personalities. The hair (and the shoes you can't see) are by ETD. I'm wearing the "flourish" (v1) skin, although I also adore the free Minimilist Goth. Fricka Morgath is my new best friend. She does customs, by the way. If you have a special need... she's the person for it.

Now I have to go and see something I want to buy. Oooh. I found the Retro Pink Pinup skin - and the nails fat pack. And I like the shapes, even though they don't quite fit me.

Wednesday, December 31, 2008

Meditations, visions and designs.


As I bump about Second Life, I run across many different visions. That's the beauty of SL, of course, that it permits so very many ways of interacting, so many ways of draping one's incorporality in meaning.

Yesterday, I ran across a designer who's visions bring me back to a lovely spot in childhood; reading the OZ books with the original illustrations. Curio Obscura has some amazing designs which fit into the Steampunk genre - but which to me are far more evocative of the wry and whimsical visions of L. Frank Baum.
(as illustrated by John R. Neil.)

Well, I can admire Pandora Wrigglesworth's work while realizing that there is no way I can fit my essence into one of her avatars. But then, as I say,"I have a role, and I'm not playing."

It's rather sad to realize that such a treasured part of childhood has, as many such works promise, become inaccessable due to age. I do wonder at what point whimsy became anathema to me. Or perhaps - and this seems a distinct possiblity - that Oz, Wonderland and Witch World were the passions of others, that I was then what I am now; a sardonic observational shadow. I am what I am, but then again, that's what facinates me about Pandora's work, for as much as it does not fit me, I can look at them and see how very well they would please and flatter the visions of others.

And it occured to me that the point was right there. As designers and visionaries, we cannot be all things to all people; there is no reason in second life to try and be all things to all people. We can afford to create truly unique visions that appeal to very specific visions.

And this has inspired me to think much more concretely about what visions lie behind my own visions. I'll be working more toward pulling that together in the next few weeks; but for me, it's all about light and shadows - both literally and figuratively. I'm not so much about a particular era or theme as a particular ambiance. But most of all, I'm Terribly Serious. Terribly, Terribly Serious.

But this is a terribly human observation as well. I'm envious; truly, deeply envious of such consistant thematic focus. I wonder if I'm capable of pulling it all together myself. I do hope so; it gives me a standard to shoot for. Meanwhile I very strongly suggest you take a moment to visit Curio Obscura in Second Life, even if it completely clashes with your aura. There is always room for beauty.