THE ENGINES OF OFFLINE CREATION
Vyrnox Ming typed in 13 command lines the other day, and the world changed. "I'm not counting the flicker function I made up," he amends, "but if I did, that'd be a whole 16." To be specific, a flock of multi-colored prims emerged from a nearby sphere, and within seconds, had whipped past us in all directions, flattening out and shifting in place, until they'd formed a giant cube. (Video here.)
And the thing of it was, none of this involved Second Life's build interface, because those 13 commands brought in data from the Web, and that's what did the work. Vyrnox calls this program Chisel, and he used it to create the cube's properties off-world, via the Web-- then at will, imported the data that into SL, where it rezzed immediately.
"I use llHTTP to connect to an external site, which speaks Chisel commands," he explains. He hasn't created any more building demos, so it'll take others to prove Chisel's ability to create more complex objects. "I've been focusing on the software so much I haven't-- but since I released a beta, I'm hoping folks will. Also, I'm the only person that's familiar enough with how it works to have written a Web backend to store exports. But I'll release the code on how to do that, too."
The kind of applications that can be created from this are limitless, but he mentions one that piques me in particular: a Second Life version of Rogue/Nethack, with random dungeons generated on the Web and instantiated in-world, ready for adventure.
Update, 11/10: Added screens of Vyrnox.