"The Hate the Lindens Game," on Cheyenne's blog.
More traditional games (or, if like me, you don't think SL is a game, games) can precalculate and pre-render a great deal, so that much of what your computer has to do is just barf a bunch of data generated once and for all long ago onto the screen. SL's performance at any given time depends in large part on varying numbers of objects whose behavior is specified by scripts running as you go along... and those scripts are user-generated, written by people with widely varying levels of programming skill and experience. (How many vendors can hand you a computational complexity analysis of the code for the scripted object you just bought from them?)
Enough of the kvetching, already.
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