Re:Dirty Coding Tricks
by makomk on Thursday January 08, 2015 @08:29PM
(#8860214)
I think Second Life had something similar early on, way before I started playing. It let users build stuff out of basic shapes called prims, and the number of prims in each region was limited for performance reasons. So users started to set up "prim banks" of unnecessary prims they could delete when they wanted to build something. The developers had to add quotas in the end.
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