Nalates wrote:...adding clothes as SL does is not possible, allowing fans to build things inside Uru as SL does is not possible. Adding any of those things is going to require massive changes to the server and client side code. I don’t see that happening any time soon, if ever.
Actually, there was just the other day a discussion about having user-uploadable dynamic teeshirt images. This is well within the bounds of reality... I think even without any engine modding at all.
Plasma has the ability of writing prps from a current memory state. So, just exposing some "write" functions to the Python API would mean things like AdminKI parties could be saved. Then, adding functions to change and add data in the vertex-storage-buffer (plBufferGroup stores these buffers) would allow real-time vert-creation and editing. These few functions would make Plasma have the ability to do in-game editing and saving.
The neat thing is that a Headspin developer, in his time at Cyan, wrote a tool where you could run Plasma in 3dsMax and when you changed an objects or applied a texture in Max the same would happen in your Plasma window.
Looking at the way Plasma works I can see how this must've been done. Plasma's pipeline dynamically updates models from the vertex-storage buffers. The key is that it's a mix of static buffers and brains. It updates the model when it needs to (in the case of a vertex morph, vertex animation or any other kind of real-time vert editing).
Thinking of it now I think I understand why avatars are so laggy. Plasma must have to recalculate their vertices every frame because the verts bend when the avatar moves and the verts also have to be dynamic because of the morph-based meshes the models are stored in.