<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.3.3" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	>
<channel>
	<title>Comments for GVScript</title>
	<link>http://www.gvscript.com</link>
	<description>Programming For The Rest Of Us!</description>
	<pubDate>Wed, 14 May 2008 00:16:32 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.3.3</generator>
		<item>
		<title>Comment on Second Life Version by Croquet 2 Play &#187; Story-Oriented Coding</title>
		<link>http://www.gvscript.com/2007/02/20/second-life-version/#comment-870</link>
		<dc:creator>Croquet 2 Play &#187; Story-Oriented Coding</dc:creator>
		<pubDate>Thu, 31 Jan 2008 15:57:36 +0000</pubDate>
		<guid>http://www.gvscript.com/2007/02/20/second-life-version/#comment-870</guid>
		<description>[...] infrastructure for such an environment, bits and pieces of which you can see at my BOP Space and GVScript sites. Both of the previous two links are showing Squeak&#8217;s Wonderland but if you&#8217;ve [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] infrastructure for such an environment, bits and pieces of which you can see at my BOP Space and GVScript sites. Both of the previous two links are showing Squeak&#8217;s Wonderland but if you&#8217;ve [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on About by Croquet 2 Play &#187; Scripting</title>
		<link>http://www.gvscript.com/about/#comment-419</link>
		<dc:creator>Croquet 2 Play &#187; Scripting</dc:creator>
		<pubDate>Tue, 18 Sep 2007 14:27:23 +0000</pubDate>
		<guid>http://www.gvscript.com/about/#comment-419</guid>
		<description>[...] implementation of the BOPSpace platform which uses a time-based, message passing facility called GVScript that can be easily implemented in many dynamic OO languages - Second Life and Squeak screencasts [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] implementation of the BOPSpace platform which uses a time-based, message passing facility called GVScript that can be easily implemented in many dynamic OO languages - Second Life and Squeak screencasts [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Second Life Version by FUNK In Second Life :: Efficiency</title>
		<link>http://www.gvscript.com/2007/02/20/second-life-version/#comment-35</link>
		<dc:creator>FUNK In Second Life :: Efficiency</dc:creator>
		<pubDate>Wed, 07 Mar 2007 00:05:15 +0000</pubDate>
		<guid>http://www.gvscript.com/2007/02/20/second-life-version/#comment-35</guid>
		<description>[...] Thanks for the feedback! It, patience and time will hopefully allow me to clarify some things. If it were intended primarily for LSL&#60;-&#62;LSL comms, I would agree with your &#8220;overkill&#8221; observation. However, RAP is part of a broader framework for interoperability that provides non-expert users the ability to script the meshverse - including Second Life objects. As with all environments, there will be solutions which require experienced coders to choose or even invent more efficient approaches. GVScript - http://www.gvscript.com/2007/02/20/second-life-version/ uses RAP to provide coders with the ability to use a consistent messaging format across environmental and language boundries. For beginning and intermediate LSL coders this can mean the difference between a problem being approachable with tools and concepts they are familar with or intractable because there are too many nuances and details for them to wade through. Yes poor performing solutions will result in some cases but taking a glass-half-full type of person, experienced developers can benefit from a working specification of what someone wants to accomplish. With GVScript all of the means of LSL&#60;-&#62;LSL communication are available to a developer and I am very interested in seeing more powerful approaches integrated. The web is inefficient at a bit level, but on a macro, planetary scale it has proven very efficient at empowering non-experts and seasoned professionals to create solutions that matter. RAP is attempting to be efficient on a broader scale. [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Thanks for the feedback! It, patience and time will hopefully allow me to clarify some things. If it were intended primarily for LSL&lt;-&gt;LSL comms, I would agree with your &#8220;overkill&#8221; observation. However, RAP is part of a broader framework for interoperability that provides non-expert users the ability to script the meshverse - including Second Life objects. As with all environments, there will be solutions which require experienced coders to choose or even invent more efficient approaches. GVScript - <a href="http://www.gvscript.com/2007/02/20/second-life-version/" rel="nofollow">http://www.gvscript.com/2007/02/20/second-life-version/</a> uses RAP to provide coders with the ability to use a consistent messaging format across environmental and language boundries. For beginning and intermediate LSL coders this can mean the difference between a problem being approachable with tools and concepts they are familar with or intractable because there are too many nuances and details for them to wade through. Yes poor performing solutions will result in some cases but taking a glass-half-full type of person, experienced developers can benefit from a working specification of what someone wants to accomplish. With GVScript all of the means of LSL&lt;-&gt;LSL communication are available to a developer and I am very interested in seeing more powerful approaches integrated. The web is inefficient at a bit level, but on a macro, planetary scale it has proven very efficient at empowering non-experts and seasoned professionals to create solutions that matter. RAP is attempting to be efficient on a broader scale. [&#8230;]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
