Prim limit? I sneer at the prim limit!

If you have ever shopped around for a vehicle in Second Life, you may have noticed vehicles aren’t particularly detailed. They are generally simple shapes that rely on textures to add detail.

Why is that, you may ask? All Second Life objects are composed of linked primitives, or “prims” as they’re known to builders. Primitives are the basic building block of the virtual world. Builders will take cubes, spheres, cones, cylinders, and other prim types, and size, cut, hollow, twist, and generally torture them into various shapes before linking them to form the object they’re building. Everything you see in SL is made of them.

To make a vehicle move, SL needs to make the object become “physical” — it will have mass and velocity, and will be affected by gravity and collisions. Due to a limitation in the SL physics engine, no object that’s composed of more than 31 prims can use physics.

As if that wasn’t restrictive enough for vehicle makers, that limit includes any avatars that happen to be seated on the object, where each avatar counts as one prim. A vehicle with two seats, for example, can be made of no more than 29 prims, or it will exceed the prim limit. An eight-seat passenger plane can be made of no more than 23 prims. As a result, the prim limit is the bane of vehicle designers: it’s extremely difficult to achieve an attractive vehicle and stay under the prim limit.

Well, I say to heck with the prim limit. That’s right, I said to heck with it! And I mean it. I apologize if that offends some of my readers.

New Airco DH.2 high-prim plane

In development now is my replica of the Airco DH.2 — a British World War I warplane. The model itself is over 240 prims. And in total defiance of the prim limit, this baby flies.

That’s right… it flies. I have done an end-run around the prim limit. The DH.2 not only flies, but flies better than any plane in my inventory and is packed with features. It comes with a control panel HUD attachment with altimeter, speed indicator, and artificial horizon. The plane carries a Lewis gun that can be used in air-to-air combat with any other Cubey Terra aircraft. In flight, it’s responsive and agile, with enough realism in the flight model to perform stunts like rolls, loops, stalls, and more. Easy enough for a novice to fly, yet engaging even for a pro pilot.

In only a few days, you’ll find the Airco DH.2 with my collection of airplanes beside the runway at Abbotts Aerodrome, and you can expect more high-prim planes to emerge from my lab over the coming months.

And the winner is…

The results are in! After 7 long hours of deliberation, the judges have cast their votes. Jillian Callahan’s clever voting system made the voting process so very smooth this year, but the actual choosing was made difficult by the quality of the entries. We had several truly excellent designs this year, but we managed to narrow it down to a handful of candidates.

And so, here are the winners of Abbott’s Aerodromes 2006 2nd Annual Design Competition.

In first place, with a very realistic looking lander module, was JC Hill.

In second place, a very convincing lander designed by someone who used to design landers for a living, Moebius Overdrive.

And finally in third place, with an open-cockpit, personal-size lander, Jimbo Perhaps.

Thanks to everyone who participated in this event! It was a real blast.

Destination: Moon!

Has it been eleven months already? In December 2005, Abbotts Aerodrome hosted the first annual design competition, in which dozens aircraft builders from all over Second Life — the very best and the brightest — competed to create the most intriguing airplane designs (link). The prizes last year were taken by Salen Walesa, Kamatz Kuhr, and Trina Strauss.

This year, the challenge is a bit different. In keeping with our new futuristic architecture, Abbotts Aerodrome challenges you to design a lunar lander. If the nations of earth return to the moon, what will be the next generation lander?

START BUILDING NOW, AND HAVE YOUR LUNAR LANDER READY BY THE DEADLINE AT NOON ON SATURDAY NOVEMBER 25, 2006. Winners will be announced at the award ceremony at 7:00pm (SL time) at Abbotts Aerodrome.

RULES

* MOST IMPORTANT RULE: Your design must be your original creation and yours alone. Please don’t buy a space ship, paint it green, and call it yours.

* You can use any textures in the Library folder in your Inventory OR any of your own custom textures.

* Maximum 30 prims.

* No scripts. This is a design contest, not a scripting contest.

* 1 entry per person, no exceptions, no alt accounts.

* DEADLINE: You must submit your lunar lander for judging by parking it in one of the contestant spots at Abbotts Aerodrome by noon on Saturday November 25, 2006. Late entries will be disqualified. No changes to your lander are permitted after the deadline.

* Due to prim limits, there is a limit to the number of vehicles that can be rezzed at once in Abbotts. It’s probably a good idea to place your lunar lander early on Saturday to ensure that you get a spot before all the prims are used up!

PRIZES

Judging begins on Saturday November 25, 2006, at noon (SL time). Winners will be announced at the awards ceremony 7:00pm. Music, dancing, and beverages.

1ST PRIZE
L$3000, a AH-6j helicopter by Jillian Callahan, and the 1st place trophy.

2ND PRIZE
L$1500, a Huey helicopter by Jillian Callahan, and the 2nd place trophy.

3RD PRIZE
L$500, a Gazelle helicopter by Jillian Callahan, and the 3rd place trophy.

To the moon, Abbotts. To the moon!