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Second Life Open Sources Client

An anonymous reader writes "Just noticed that Second Life released their client under the GPL today, and that they're up to 2.4 million users. Article says that 15% of users contribute scripted objects."

208 comments

  1. sweet! by theMerovingian · · Score: 4, Funny


    I want to see the flying penis client

    --
    "If you think you have things under control, you're not going fast enough." --Mario Andretti
    1. Re:sweet! by Petey_Alchemist · · Score: 3, Funny

      Hmm...I wonder if one could program a "griefer" client with some simple, prebuilt griefer tools. You know, for the kids, or for your grandparents, who don't want to learn no dadgum scripting language but just want to pelt Pat Robertson's avatar with penises.

  2. Excellent! by thygrrr · · Score: 4, Interesting

    Really, this is a great step towards "Cyberspace" á la Snow Crash. Open Source and, eventually, Open Standars will vastly spur development of this technology.

    1. Re:Excellent! by 0xdeadbeef · · Score: 2, Funny

      Really, this is a great step towards "Cyberspace" à la Snow Crash.

      Bingo. Add a Wii controller and some cheap VR goggles, and you too can be Hiro Protagonist!

    2. Re:Excellent! by thygrrr · · Score: 2, Interesting

      Yeah, sounds wacky, but really, despite the choppy and often ugly grapbhics - this is what it feels like. People rent virtual land and try to build popular, profitable or just comfortable places on them. The term "Home" gets a wholly new, old meaning in Second Life.

      And a Wii controller might actually make things more controllable, especially object touching and viewport panning.

    3. Re:Excellent! by kripkenstein · · Score: 1

      Really, this is a great step towards "Cyberspace" á la Snow Crash. Open Source and, eventually, Open [Standards] will vastly spur development of this technology.

      Indeed. This is part of a much larger momentum, however. Generally speaking, writing proprietary MMORPGs or any massive online world is very hard and time-consuming, making it a natural area for open-source collaboration to thrive (no need to reinvent the wheel, and all that). Here are some current highlights of open-source in this area: there are at least two major, useful 3D engines, Ogre and Crystal Space (the latter also does lots of other stuff); there is a good physics engine, ODE; there is 3D model generating software, Blender; there is server-side code, Arianne and NEL (I didn't use either though, no idea how good they are); there is at least one serious MMORPG, PlaneShift (although the content isn't open, just the code), which uses Crystal Space and I believe wrote its own server-side code; there is plenty of free content (3D models, bitmaps, etc.); and there are many projects using these tools and extending them.

      Second Life being open-sourced is a huge push forward in this area, and Linden Labs are making the smartest move they ever made here. Especially since waiting much more would be too late, since open-source projects would have soon overtaken them anyhow.

    4. Re:Excellent! by MORB · · Score: 1

      It might happen, but I don't think the shitty second life technology is what will become it.

    5. Re:Excellent! by stanislavb · · Score: 1

      Yes actually if this percent is right this is huge. Open source community is showing an enormous interest in contributing code to good solid projects and they speed up their development rapidly. Cool for them!

    6. Re:Excellent! by Anonymous Coward · · Score: 0

      MORB is a chickenshit unquestioning slashdot groupthink karma whore.

      CrankyOldFart

  3. Wow by jrwr00 · · Score: 1

    Wow, this might help spread open source software more, can wait for the FLOSS House (maybe there is one and i dont know)

    1. Re:Wow by thygrrr · · Score: 2, Informative

      There are various open source objects in the game. The "gnubie"-Store is actually not "GNU", but it's often full mod/copy.

      It's usually set to no transfer to prevent abuse (but there are plenty of full mod/copy/transfer freebies around, probably houses, too!)

      Unfortunately, you can always take away permissions, meaning that you could take that FLOSS house, mod it, remove the next-owner-can-transfer/mod/copy permissions, and basically make it a closed source thing.

    2. Re:Wow by xappax · · Score: 1

      you could take that FLOSS house, mod it, remove the next-owner-can-transfer/mod/copy permissions, and basically make it a closed source thing.

      Anyone can take open source code, modify it, and try to sell it. However, they'd be violating the copyright on the code, and vulnerable to legal action. There aren't any technical solutions to GPL violations either - the code is out there, and people can abuse it any way they want.

      The license, and the legal bearing that it carries is what makes something open source. If I make an object in SL and license it under the GPL, other users are legally required to follow that license, whether or not they are technically able to violate it.

  4. now we just need open source servers. -nt- by Suppafly · · Score: 4, Insightful

    -nt-

  5. Almost has hit the 25.000 mark by Icarus_SFX · · Score: 0, Informative

    Dunno if it hit it yet but yesterday it had almost 25.000 citizens 'in-world' it was floating around 24.500
    And Teleporting and or moving around was almost impossible ..

    It has had a lot of media attention lately, all over the world.
    Wish they would upgrade their servers, to handle the load of users. Or at least get a EU Server farm.

    1. Re:Almost has hit the 25.000 mark by thygrrr · · Score: 1

      Wow, i remember a rather recent post about finally reaching the 20.000 mark. That implies some seriously accelerated growth (looking at the official charts, and the linear predictions some people make for the future, I can only shake my head, because it's clearly exponential growth what we're seeing).

    2. Re:Almost has hit the 25.000 mark by Icarus_SFX · · Score: 0

      They have had many problems and had to take down the grid or restrict logins.
      I know LindenLabs is doing their be best. But if these problems keep appearing, they are going to loose customers.

    3. Re:Almost has hit the 25.000 mark by CronoCloud · · Score: 1

      When I joined in July, the average was around 8000 to 10000

  6. WTF? by A+beautiful+mind · · Score: 3, Insightful
    In total, the software for Second Life comprises five gigabytes of source code, according to Joe Miller, Linden's vice president for platform and technology development.
    Is this a joke? I doubt that even if you include every texture and animation and sound file in what they call "source code " that it would be this much. Smells fishy.
    --
    It takes a man to suffer ignorance and smile
    Be yourself no matter what they say
    1. Re:WTF? by thygrrr · · Score: 1

      I bet they counted the OS source code that the servers run on.

    2. Re:WTF? by ComaVN · · Score: 1

      Perhaps he meant the size of their versioning repository, including every bit of history?

      Still sounds big though.

      --
      Be wary of any facts that confirm your opinion.
    3. Re:WTF? by Aladrin · · Score: 1

      Indeed, if you download it, it's 11.14mb zipped. Hardly 5GB. I can't imagine what they included, since if they included all the images and sounds people have uploaded, 5GB isn't nearly enough to hold all that. I think he's the victim of an idiot underling.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    4. Re:WTF? by Gwala · · Score: 2, Informative

      It's 11.7MB zipped for Windows, plus 45.7MB in additional libraries nessecary to compile (such as Boost)

      --
      #!/bin/csh cat $0
    5. Re:WTF? by zaydana · · Score: 1

      He is almost certainly referring to the in-game scripts which users have written. When you account for the fact that many users would of wrote the same scripts multiple times, and that a lot of the scripts will be duplicated over many people's accounts, you can understand how he would come up with a figure that sounds so ridiculous. It would of been nice if he had of clarified that in the first place, tho.

    6. Re:WTF? by doomy · · Score: 1

      If you included every texture, object, notecard, I think way back in June it came to around 500 DVD's worth of data.

      --
      ...free your source and the rest would follow...
    7. Re:WTF? by gardyloo · · Score: 1

      I doubt that even if you include every texture and animation and sound file in what they call "source code " that it would be this much. Smells fishy.

            That's the new SmellOVision part of SL. The odors are open-source, too, but their code takes up far more space than all of the rest of it put together.

    8. Re:WTF? by Anonymous Coward · · Score: 0

      The Windows client is around 25MB now, but the Mac client is easily twice that. I recall the linux client -yes, there was already one prior to this announcement- was also around 50.

  7. Linden does not have 2.4 million users by cshirky · · Score: 5, Interesting

    Linden does not have 2.4 million users, and it does not regularly report how many users it does have. It reports "Residents", a figure that includes people who have signed up for Second Life but never logged in. It also double-counts people who have more than one avatar.

    More about the uselessness of the Residents figure here: http://many.corante.com/archives/2006/12/26/linden s_second_life_numbers_and_the_presss_desire_to_bel ieve.php#comments

    The only person to whom Linden has reported a count of active users is David Kirkpatrick of Fortune, and as of last week, only 252K people had logged into Second Life twice or more in two month -- the rest were bailouts. This 252K figure, which is a much more accurate reflection of Second Life's popularity, is an order of magnitude lower than most of the press is reporting.

    More on Kirkpatrick's numbers here: http://many.corante.com/archives/2007/01/04/real_s econd_life_numbers_thanks_to_david_kirkpatrick.php

    1. Re:Linden does not have 2.4 million users by Anonymous Coward · · Score: 0

      > a figure that includes people who have signed up for Second Life but never logged in

      No, it counts people who've logged in atleast once.

    2. Re:Linden does not have 2.4 million users by mlk · · Score: 1



      And so counts all the people who log on go "my god this is dull" and promptly uninstall the client. I really do not see what people like in this thing.

      --
      Wow, I should not post when knackered.
    3. Re:Linden does not have 2.4 million users by thygrrr · · Score: 1

      Install the client, log on, search "New Citizens Plaza" in the in-world search, and teleport there. Look around.

      You'll understand.

    4. Re:Linden does not have 2.4 million users by Anonymous Coward · · Score: 0

      Been there, done that, failed at making the teeshirt.

    5. Re:Linden does not have 2.4 million users by Profane+MuthaFucka · · Score: 1

      I did that. What the hell is it with the furries? If I wanted to have sex with a man pretending to be a woman in a cartoon dog suit, I'd just sleep with my

      Oh crap, gotta go. My wife is yelling at me about something.

      --
      Fascism trolls keeping me up every night. When I starts a preachin', he HITS ME WITH HIS REICH!
    6. Re:Linden does not have 2.4 million users by mackyrae · · Score: 1

      I was a bailout. The Linux client gives a blank black screen. They're response "use the Mac one." How do you open a .dmg or whatever Macs use on Linux? There's no WINE-2 that makes Mac stuff playable on Linux. And yeah, I know they're POSIX and both *nix and whatever, but the file format is the issue there.

      --
      look! it's a bird, it's a plane, it's....a girl? yes, a girl browsing Slashdot on Linux
    7. Re:Linden does not have 2.4 million users by jsight · · Score: 1

      Agreed... I've tried it once. I really can't see this surviving past the first year of hype.

    8. Re:Linden does not have 2.4 million users by elrous0 · · Score: 1
      Where else can I go to indulge my "Have virtual sex with a giant squirrel" fantasies?

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    9. Re:Linden does not have 2.4 million users by mlk · · Score: 1

      Yeay! So many men with wings and massive cocks!

      Sorry, don't get.

      --
      Wow, I should not post when knackered.
  8. Open sores virtual reality? by csoto · · Score: 5, Funny

    First flying penises, now open sores? Oh, wait... Never mind!

    --
    There exists no way of exchanging information without making judgments. --Bene Gesserit Axiom
  9. 2.4 million users? Hah! by Ignorant+Aardvark · · Score: 1

    The claim of 2.4 million users is a crock of shit. This blog post has some details on what the actual number of users is like.

    Long story short, in Second Life it is free to signup for an account, so no conclusions can be drawn whatsoever from those numbers. Compare this with World of Warcraft, where each account costs $15/mo. or it is killed. Now when Blizzard tells you they have 6 million users, you know it's true. But as for Second Life, the number of simultaneous users in the game world really isn't that large. And the game lags horribly.

  10. Excellent? Maybe ... by eldavojohn · · Score: 5, Insightful
    Really, this is a great step towards "Cyberspace" á la Snow Crash. Open Source and, eventually, Open Standars will vastly spur development of this technology.
    I'm generally positive about this move also. However, I played Second Life for a couple weeks back when it was coming out and, it's quite clear that Linden Dollars are directly equivalent to USD in some ratio. Now, one thing I've learned about MMORPGs like World of Warcraft & Ultima Online is that the client needs to be protected. What better way to protect it than to open source it, right? While I am of that opinion when it comes to other software, I feel that this just presents many problems for the server side of things. From the article,
    But now, says Linden CEO Philip Rosedale, independent programmers will be able to "modify it, fire it up and sign on with it." The company gave Fortune exclusive access to executives in advance of the change.
    Ok, so this is good unless hackers figure out how to modify the code to just perpetually make them Linden dollars. This isn't a combat game and position hacks really wouldn't do anything for you since you can fly anywhere in the game anyway. But I'm still a bit worried about people being able to look at the code of the client and abuse some action or property that is left responsible to the client and, in this manner, they gain an edge or amass Linden dollars.

    Perhaps my fears are unfounded but I would imagine that the servers would be heavily taxed if everything was going on server side. I mean, let's say you make a product. It's possible this creation process is left to your client and then the server is informed of the new object and persists it. Well, wouldn't it be profitable to make a client that just keeps notifying the server of new objects that sell well in the world? I'm not too clear on the crafting process in Second Life but I imagine it takes resources.

    I've heard a lot of comparisons of Second Life to Snow Crash but I'm not sold yet on this step being purely progress forward. I don't even think I could think of server software that could handle all possible clients without the processing and network traffic getting exponential.
    --
    My work here is dung.
  11. Official announcement from Linden by PhrackCreak · · Score: 3, Informative

    The official announcement from Linden is on the Second Life Blog.

    --
    - You don't know how to maintain a station wagon either!
  12. Great move! by Anonymous Coward · · Score: 0

    But ... the downside is that now it will be even easier to cheat, write bots, and exploits ...

  13. Re:2.4 million users? Hah! by JavaLord · · Score: 1

    Now when Blizzard tells you they have 6 million users, you know it's true

    I'm sure Blizzard has around 6 million users, but a lot of people own more than one account so they can play both factions on a PvP server so their numbers might not be spot on either.

  14. Good luck Linden by Anonymous Coward · · Score: 4, Interesting

    Second Life is utterly dated graphically and has a primitive client.

    This open source effort is a bid to get the community to do what Linden Labs
    has failed to do thus far -- bring their offering into the 21st century.

    The clock is ticking for Linden. If anyone thinks that there won't be a better,
    more sophisticated and vastly more profitable virtual community within the next
    five years, they're either dreaming or they're one of the suckers who has invested
    in virtual real estate believing that Second Life has some unique grip on the
    concept of virtual communities.

    Open Sourcing the client is an effort to cinch public acceptance of Second Life
    as the defacto standard in virtual communities. My bet is that Second Life is
    dethroned faster than anyone expects. The experience just isn't remotely
    sophisticated, graphically rich or slick enough to have staying power.

    1. Re:Good luck Linden by popo · · Score: 1

      Agreed. 2nd Life seems like a (barely) updated Alphaville.

      --
      ------ The best brain training is now totally free : )
    2. Re:Good luck Linden by MadAhab · · Score: 1

      Agreed.

      And while sophisticated graphics and all are certainly part of the equation, lots of folks (the early adopter types) will put up with problems in that area. People won't put up with problems in the experience. From what I hear and see, the client has usability issues and the server grid has some design issues.

      Linden's problem may be that there's no easy development path from where they are now to where they need to go. Starting from zero may have a decisive advantage.

      --
      Expanding a vast wasteland since 1996.
    3. Re:Good luck Linden by Anonymous Coward · · Score: 0

      Huh? Within the next five years? SL is not frozen in time. How much can Linden Labs improve the interface over the next 5 years? How much will technology in general improve? Given 5 years ANYBODY can come up with something better than what existed 5 years ago. LAME.

    4. Re:Good luck Linden by Anonymous Coward · · Score: 0
      SL is not frozen in time.

       
      Sure it is. It looks like a 1987 game.
       
    5. Re:Good luck Linden by jafuser · · Score: 3, Interesting

      A lot of people don't seem to realize that the 3D world that gets rendered onto their screen for most games is an elaborate facade of graphics hacks and extremely clever utilization of resources. To make a fast and visually beautiful 3D game requires a lot of talent and hard work from both the developers and artists.

      Unfortunately, Sturgeon's Law still applies in SL, just as how it will apply anywhere you give people the ability to make and share content.

      SL is a common area for amateurs to take a stab at 3D modeling and programming, but a very large majority of SL residents do not have the kind of skills that you've grown accustomed to in professional 3D games. SL does lower the bar of complexity so that amateurs who don't know OpenGL or DirectX can play around with 3D. Lowering the bar to make things simpler almost always results in a more limited set of abilities, but despite the limitations, some great talent does exist in SL from people who are able to maximize the use of the tools and abilities they have available to them.

      The problem you're seeing is that most SL residents don't know how to efficiently utilize prims to minimize triangles or to bake textures to create fake lighting. But some residents do, and when they expend the extra effort, it looks great. But even then, what is the incentive to go into obsessive detail with texturing and lighting when most people will not willingly pay money just to view your build?

      Does SL look like Crysis? No. But SL is over 90% amateurs, and even those with talent have no incentive to make their builds look like a polished professional 3D game.

      The real criticisms of SL should be with its scalability problems and the ridiculously high cost to lease space. Once more than 20k users are online, it becomes too unstable to work in. Leasing a dedicated server in SL costs $295 per month with a $1675 setup fee, compared to $100 per month for dedicated web hosting with a small or no setup fee in most agreements.

      --
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    6. Re:Good luck Linden by StreetStealth · · Score: 1

      SL will always be, on its face, an old-school VR environment. It was never intended to be a seamless, cinematic experience--the way in which each part of the world loads progressively is as much a function of its legacy-chic "cyberspace" experience as it is of necessity. Perhaps when a competitor offers a more solid, "WoW-like" user-created world, we'll see if SL feels the need to keep pace.

      --
      Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
    7. Re:Good luck Linden by cowscows · · Score: 1

      Some of that is true, but there's still plenty of argument that the technology and design of SL is very limiting. With very little previous 3D creation, or scripting experience, it was only a matter of months until I was often feeling limited by what SL was capable of. Some of the limitations were inherent in the design (The scripting language is missing some basic features that would make a lot of sense), and many of the limitations had to do with performance issues. Lag is horrendous, the fps on the client regularly dropping to low single digits, even with the 8 year old visual look, and a decent sized group of people could easily start crashing sims.

      --

      One time I threw a brick at a duck.

    8. Re:Good luck Linden by amyhughes · · Score: 1
      dedicated server in SL costs $295 per month with a $1675 setup fee

      It's worse than that. You are sharing that server with three other islands.

    9. Re:Good luck Linden by dreddnott · · Score: 1

      I don't know where you were in 1987, but in PC-land, that is the exact year that VGA was released as a standard by IBM.

      I almost crapped myself the first time I saw 256 colours at the same time in a PC game!

      Second Life is probably more comparable to a game from 1997, like Quake II, and it's certainly superior to the graphics on the Nintendo 64 and PlayStation.

      --
      I may make you feel, but I can't make you think.
    10. Re:Good luck Linden by alphamugwump · · Score: 1

      Technically, it's not really a game; it's more like a MUD without roleplaying or quests or stats, but with user-editable graphics. Like slow, laggy IRC in 3D. Frankly, from what I saw, it was far less immersive than a simple text mud, and even more boring. But I guess some people really like that kind of thing.

  15. Re:2.4 million users? Hah! by Barny · · Score: 1

    Even the 6M claim could be a steaming pile, count the amount of users online at peak time please, not half made accounts, nor anything else, how many people play the game....

    --
    ...
    /me sighs
  16. Current numbers and 15% script? by Demon-Xanth · · Score: 5, Informative

    Current numbers:
    Total Residents: 2,434,170
    Logged In Last 60 Days: 883,536
    Online Now: 13,150

    That is right now, right this second as I post this. The highest I've seen the online now number is about 23-24k, and once it gets over 20k shit really does hit the fan.

    As far as 15% contribute scripted objects. Perhaps that's 15% of the real active user count, but it sure as hell isn't 15% of the 2.4M. Scripting in SL has a steep learning curve and many people who do building in SL avoid scripting because it is such a pain.

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
    1. Re:Current numbers and 15% script? by UbuntuDupe · · Score: 1

      Scripting in SL has a steep learning curve and many people who do building in SL avoid scripting because it is such a pain.

      I'm sure a lot of people avoid it altogether since they don't like programming. But when I tried it, it was pretty easy. Just like C++ with a few extra functions you have to learn. Within minutes I was scripting listening bugs, "throwing" my voice by naming objects after players and having them make offensive remarks, and setting up an automatic bank to game the SL welfare system. Now, granted, this was back in '03, so they may have made it harder since then specifically because you could do things like that.

    2. Re:Current numbers and 15% script? by GigsVT · · Score: 3, Informative

      It's pretty hard to make complex things in LSL. You only get 16k of memory per script, everything is by-value, strings take up like 2 bytes per character minimum. So doing something as simple as passing 5k of text to a function and getting it returned is just about impossible.

      Of course, I'm contracting full time now, with most of that in SL, so obviously I can work around this stuff, but I wouldn't call LSL easy.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    3. Re:Current numbers and 15% script? by thygrrr · · Score: 1

      It's awkward.

      But technically, it's easy. It's just another scripting language. What's missing is the ability to modify objects by reference across large distances. e.g. llSetPos(key, vector) instead of having the current prim be the one in question.

      Also, the permissions system could use a revamp. :)

      But yeah, it's easy. Just like C++. (I should write that on a SL t-shirt...)

    4. Re:Current numbers and 15% script? by Frank+T.+Lofaro+Jr. · · Score: 1

      You get PAID (real money) to do THAT (virtual world stuff).

      Talk about the new economy - make real money from unreal worlds.

      --
      Just because it CAN be done, doesn't mean it should!
    5. Re:Current numbers and 15% script? by MindStalker · · Score: 1

      No he gets paid to program. How is a program running on YOUR computer any less real than a program running within a multi-user game?

    6. Re:Current numbers and 15% script? by GigsVT · · Score: 1

      Hehe, yeah that's what I say to my friends and family too. They ask me stuff like "well what happens when SL goes under"... I'm a contract programmer, whether I'm programming on SL or some guy's web site in PHP, it's all contract programming. I go where the demand is, and right now the demand is pretty high on SL.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    7. Re:Current numbers and 15% script? by Criterion · · Score: 1

      There are MANY of us that "get PAID (real money) to do THAT (virtual world stuff)". Every day, all day long. I'll take it.

      --
      We have enough youth, how about a fountain of SMART?
    8. Re:Current numbers and 15% script? by Anonymous Coward · · Score: 0

      I'd fucking kill for a messaging system between objects. Chat is so damned primitive and crufty, and email is basically hopeless.

    9. Re:Current numbers and 15% script? by nacturation · · Score: 1

      You get PAID (real money) to do THAT (virtual world stuff).
       
      Talk about the new economy - make real money from unreal worlds. It's been that way since people were making money writing fiction. Ask J.K. Rowling how her unreal fantasy world pays the bills.
      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
  17. Re:Excellent? Maybe ... by Cheesey · · Score: 5, Insightful

    I think this is a surprising move, but for a different reason than client-side hacking, which is always unavoidable (although made easier by releasing source).

    LL make their money by selling server space. You can't just connect your own server to SL - it has to be one of theirs. The network is closed. All of the PR and astroturfing that's been coming out of LL recently is aimed at getting more people to invest in SL space: the more investors there are, the more the space will be worth. They're trying to drive a homesteading boom like the one that happened in the early days of the Web, when companies started to go online.

    Now people could create a SL client that can connect to an alternative SL universe: one where the servers are free software clones of the original SL servers. This makes SL an open standard. That means we can all join in and host our own stuff without having to pay LL for a server. The system is open - we can join for free.

    Presumably LL are relying on "their network" being the best, so people continue to pay them for something they can now do for less money elsewhere. Bit like AOL and Compuserve assuming that their internal networks would always be worth more than Internet access.

    --
    >north
    You're an immobile computer, remember?
  18. Re:Excellent? Maybe ... by Aladrin · · Score: 2, Informative

    While it's not a 'combat game', there are areas that are combat zones. Your avatar can 'die', but I believe it just spawns your avatar somewhere else. (I don't do the combat stuff, I've just heard about it.)

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  19. Re:Excellent? Maybe ... by MadAhab · · Score: 1

    Your fears are both unfounded and under-respected.

    If the Linden folks aren't doing server-side logic for exchange and storage of Linden bucks, they are screwed whether or not the client is open source.

    Ever heard of aim-bots? Those work with closed-source clients.

    On the other hand, it looks like the Linden folks are still working on server controls to make sure stuff doesn't run out of control. Flying penis storms, grey goo, that sort of thing.

    And from the sound of it, their server software seems to have individual servers representing specific geography. Never mind the redundancy issues - that's a major scalability issue.

    Hey, it's the first beast specifically of this type. There are a lot of hard lessons you learn by being first.

    --
    Expanding a vast wasteland since 1996.
  20. What's a Resident? by popo · · Score: 4, Interesting


    I downloaded the client a few months back, created an avatar and wandered around:

    I felt the experience was primitive, with sub-par graphics, a horrible UI and poor performance
    (I'm on a PC graphics workstation with a very fast connection -- that should easily have been able
    to handle it). The music was some sort of cheesy new-age MIDI composition, and the character
    models seemed like 1990's low-poly attempts at something stylisticly mid 1980's. The character
    interaction was poor, there were clipping issues and there was a poor response time with
    the environment.

    I uninstalled the software within 1 hour.

    I'll never log in to Second Life again, and I remain convinced that the contest to be the first
    to develop a compelling virtual community is still a wide-open race.

    But in terms of statistics, I can assure you that Linden Labs still counts me as a "Resident".

    Which begs the question: How representitive am I of Second Life residents in general?

    --
    ------ The best brain training is now totally free : )
    1. Re:What's a Resident? by exspecto · · Score: 0

      You must not have found the watermelon cannon. You can bounce people into the ocean with it, while you're flying high above them. Good times...

    2. Re:What's a Resident? by oftencloudy · · Score: 1
      I think you are right, and am part of the same following myself. I played around with SL a couple summers ago, however it quickly lost its enjoyment and I havent logged in since. I also know that I am counted as a resident even though its been over a year since I last bothered. Those numbers are bloated and we all know the servers could never take much over 30K-40K online at the same time (if that).

      When I first saw this article I gasped as well. SL has already had a few stories in the news about hacks and crashes. I don't see how this could help their cause. Cash in your Linden$ now people!

      --
      But whatever the object, you must keep him praying to it. To the thing he has made, not to the person that has made him.
    3. Re:What's a Resident? by carpe_noctem · · Score: 5, Interesting

      Which begs the question: How representitive am I of Second Life residents in general?

      You're not alone, trust me. Your post deserves to be modded up... I had the same exact experience as you, but I was willing to forgive the crappy graphics and lame music if the community itself had something meaningful to offer the net. Based off of my time in second life, and the slew of recent press that it's gathered, I still have not seen this. As far as I'm concerned, SL is a cheesy VRML-like IRC, except with "furries" and flying penises. SL's in-game economy interested me, but as it became blatantly obvious that you can't make real money on selling fake things, people wrote copybots and other scripts designed to take advantage of this fact. Hell, I'm surprised that SL hasn't already been flooded with spammers....

      I'm sure that just like with the original VRML worlds, people will eventually see the emperor isn't wearing any clothes, and then move on to another community.

      --
      "Quoting famous computer scientists out of context is the root of all evil (or at least most of it) in programming." - K
    4. Re:What's a Resident? by vadim_t · · Score: 1

      What music? SL has no music of its own. If the area has that set, the client streams music from the configured shoutcast server.

    5. Re:What's a Resident? by jejones · · Score: 2, Insightful

      The music depends on what whoever owns that portion of land you're on decides to provide, if any. Believe me, if you want to hear techno or rap or electronica, it's there in plenty. (There's a goodly number of singer-songwriters doing live shows, and they're pretty darned good, too.)

      I agree about the graphics; LL promises that they'll improve them and I guess we'll see whether they're serious about it.

      I hope that the OSing of the client will lead to a lot of UI experimentation and improvement, and maybe even improved graphics before LL gets around to it.

      Are you representative of SL residents in general? I don't know; I have no idea what fraction of them misuse the phrase "begs the question."

    6. Re:What's a Resident? by vadim_t · · Score: 1

      Sure you can make money in SL.

      For example, take Anshe Chung, who I'm fairly sure doesn't give a damn about the copybot.
      Heavily scripted objects aren't affected either. Copybot can only copy the shape , which is completely pointless for various tools that consist of an object or two, and then several thousands lines of code.
      Services are also unaffected - there are people who will make you a custom avatar, scripters and builders for hire, etc.

      Copybot was really not much of a revelation. It about ranks there with the realization that selling .JPG files on a website everybody can see isn't going to be a viable business for long. Everybody can just come and duplicate your stuff when you do it like that. But they can't just come and get your server. So there's plenty viable businesses on the web based on selling a service -- subscriptions, server space/resources, etc.

    7. Re:What's a Resident? by dsaraujo · · Score: 1

      I also installed, played for like two hours, and uninstalled. Not only the graphics looks bad, but the general lag and response made a very bad impression on me. On the other hand, my brother is making some bucks out of it.

      --
      Visit the RPG Search Engine
    8. Re:What's a Resident? by Anonymous Coward · · Score: 0

      out of curiosity, what was wrong with the original VRML worlds? i often hear about how VRML was a failed experiment, but i haven't heard why (and personally, i missed the boat on that fad, so i have no experiece with it)?

    9. Re:What's a Resident? by danhuby · · Score: 1

      I had much the same experience. It wasn't that different to my experience with Active Worlds back in 1996. With the advances in graphics hardware and internet bandwidth, I expected a lot more.

    10. Re:What's a Resident? by gurensan · · Score: 1

      You simply didn't stay in long enough. I felt the same way for the first week, then I started *seeing* why I kept coming back. Can't explain it, reinstall it, and surf for a month. Then you make the decision. Keep in mind that it's not a *game*.

      --
      You are all fartheads.
    11. Re:What's a Resident? by MindStalker · · Score: 1

      Ever been to those websites that have the 3D panorama view. Thats basically VRML with buttons you can click on that take you to other sites.

      Honestly it might work today, but its its day the average persons net connection was too slow for anything meaningful.

    12. Re:What's a Resident? by cdh · · Score: 1

      Hmm...I better tell my wife that the money she's making in SL isn't real (enough to make a profit over her shop rentals and land tier, all for something that she does for fun anyway). Or the other person I know who brings in 4 figures a month as a side project to his real job.

      As somebody else said, SL isn't a game. While you're concerned with "VRML-like" models, many people are there to form communities and make friends. If you're concerned about looks, buy a better avatar, it's really not hard or that expensive.

    13. Re:What's a Resident? by oc255 · · Score: 2, Informative

      Here's my shot at it. 3d in a webpage probably isn't neccessary and to me, it represents tech for tech's sake. But if you insist (CAD, very specialized use, experiemental interfaces) then maybe flash and some XML model (X3D) VRML replacement would suit you. Of course, replacement standards don't really address your question.

      What I think the GP is saying is exactly what I think of VRML as bad design. For example, let's say I was going to design Online Phonebook Town. Sigh with me, this should all look familiar to a lot of you, it's been tried so many times. Ok so I might have these key design elements:

      - You can run through rivers and streams to interact with a huge phonebook in the middle of a town square.
      - When you are looking for a plumber, you go into the plumber building in the town square.
      - The plumber building has a huge wrench sign hanging out front (of course).
      - You can play MP3s from your computer in your "home" with a huge 3d control panel.

      Sounds shiny and exciting, but the actual result is a 3d version of what is already usable in 2d. When people want to call a plumber they aren't really looking for a 3d experience, they want information transparently. When they need a phonebook, they don't want to run over a grassy hill with WASD and see a sky texture. When people want to play music, they probably already have a music player. Who in the world has a collection of MP3s and are just waiting for a VRML virtual town client to come along and play it for them? This feature bloat is an indication of poor direction.

      Instead of navigating a horrible 3d metaphor, I'd rather just search in 2d with yahoo. Instead of having a 3d cd player in my "town", I'd rather have Windows integrate with Winamp/iTunes/Whatever. Instead of giving me a 3d desk with WASD controls, models of my "recycle bin", some rehashing of folders as drawers or files as pieces of paper in an 3d application; how about putting more work into the lower level components like the OS or display interfaces? The background music player might work better with a side display on the keyboard or a second monitor. Anyway, nevermind the audio player example ... it's just something I've seen attempted in a 3d environment.

      I hesitantly like mature and modern attempts at this 3d metaphor like Project Looking Glass and Compiz/Beryl but so far the best use I see is a flashy demo movie. I'd rather watch the demo movie rather than depend on it. The usability isn't there, VRML was just the start of this continuing effort to get something usable. Beryl is great for making a 2d desktop slightly 3d. And even then, sometimes goes overboard with window wobbling (wtf). The effect is neat but it's kind of like an ice sculpture (pretty and useless).

      To sum up my opinions:
      1. VRML has a history of creating bad interface metaphors.
      2. The 3d metaphor for navigating large amounts of data has mostly been replaced by 2d visualization.
      3. Online data interactivity has largely been replaced by AJAX and Flash.
      4. Any attempt to organize interfaces together seamlessly should be done with a smart OS not with a bad 3d metaphor for how I work.
      5. A full 3d metaphor is useless. 3d icing on a 2d cake is ok, just don't add too much.

    14. Re:What's a Resident? by cruachan · · Score: 1

      Your sort of missing the point. SL should not be compared to WoW or a multiplayer game. If you logged on expecting that you are certain to be disappointed.

      Instead think IRC. Now most people don't 'Get' IRC, but despite a 1980's protocol efnet appears to be just about as popular as ever. Indeed the coding channel #delphi which I helped run for 5 years back in the late 90's still has as many people on it now (and I just checked) as we did 10 years ago - actually considerably more by the look of it.

      The regulars inhabit any irc channel because of the social thing. SL is the same. There's only so much flying around you can do by yourself - its your friends that keep you coming back to it.

      So if SL isn't for you then that's fine. Pretty good in fact because Linden's servers are way overstretched and they could really use a whole lot less publicity at the moment. Most people don't get IRC when you show it with them and I'm absolutly sure the same is true of SL. Personally I really like SL, but couldn't be bothered with WoW finding it purile, tedious and frankly shallow. Oh it may have better graphics than WoW, but it has no real depth to it.

      In terms of statistics as to logging in then off I'm sure you are in the majority, and a large one at that. Another large group logs on for a month or so then looses interest too. Only a small minority - less than 10% and probably nearer 5% actually stick around, but that's fine.

    15. Re:What's a Resident? by Anonymous Coward · · Score: 0

      Graphics workstations (i.e. 3d CAD/CAM consoles) are poor at playing games. This is a Radeon/GeForce game, not a QuadroFX game.

      The lame music is set by individual property "owners" -Linden has nothing at all do with the music, and it's one of the things I turned off early on.

      The character models are what YOU make of them. It's up to you to create -or buy- the body you want and dress him or her. If you don't like the default, that's because it's the default. The game leaves that sort of creation and building and scripting largely up to the users. All they do is provide the blank sheet of paper and a pen.

      One hour is not enough time to evaluate something like SL. I hope you spend more than an hour deciding whether you like other things in your life.

      Actually, your comments remind me of someone I know who said much the same things about her SL trial. I sincerely hope you're not that person, or we're both headed for major disappointment in March.

    16. Re:What's a Resident? by Lord+Ender · · Score: 1

      You aren't qualified to speak about this because you fundamentally don't understand how the music works, and you don't know what the phrase "begs the question" means.

      Also, if you crank up the video settings past the default, they actually look pretty good on a 7900GS. Of course, because users get to create their own objects, you will get boring-looking stuff if the person who made it has no skill.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    17. Re:What's a Resident? by popo · · Score: 1

      Last time I checked I was a consumer.
      I'm qualified to talk about anything I use or buy.

      Not to mention the fact I work in product development. But
      that's not necessary to express one's personal experience
      or opinion on a product.

      I tried it. I thought it sucked. I thought it sucked badly.

      That's my opinion. I'm the consumer. I get to express my opinion.

      Was the music someone else's? Actually I'm almost 100% sure that
      in the Welcome area the music is set by Linden, but I could be
      wrong. Either way -- first impressions were that the
      experience was weak.

      Piss off. (A term with multiple meanings -- as determined by usage).

      --
      ------ The best brain training is now totally free : )
    18. Re:What's a Resident? by Criterion · · Score: 2, Interesting

      Ah, another person that can think *past* "OMG!HAxoRz!!1!" and realize that copybot is, and always was, essentially a non-issue. Cool. :)

      It really didn't hurt that all the whiners that went screaming to shut down their shops for a number of days really increased the exposure of those of us that saw no reason whatsoever to do so. I know my sales doubled overnight after that and have been on a steady climb ever since. So thanks.. I guess. LOL!

      --
      We have enough youth, how about a fountain of SMART?
    19. Re:What's a Resident? by andreamer · · Score: 1
      I'd also like to point out that "the music" is whatever the owner of the land you're currently on has set as their web stream, and you can set it to be turned off by default. If you never got off Help Island, you were probably listening to some cheesy resident-created jazz on the official Linden stream, but that is by no means "the music".

      Actually, the thing that first drew me to SL was the live music concerts by real people singing to you over a stream. I signed up for SL so I could go to a concert by Jonathan Coulton, but I've since found all sorts of cool concerts to attend by people like NANCE Brody and Lyndon Heart. Lots of fun, especially on a weeknight when there are no good real-life concerts in your area, or when you're too broke to afford RL tickets for that matter.

    20. Re:What's a Resident? by The+One+and+Only · · Score: 1

      Comparing Second Life to IRC is an apt analogy, given that the most entertaining use of each is to pretend to be female and get men to have cybersex with you. Actually, I like to suggest this as an exercise in cross-gender understanding, and not merely as a means to amuse yourself by deceiving others.

      --
      In Repressive Burma, it's not just your connection that dies. slashdot.org/comments.pl?sid=314547&cid=20819199
    21. Re:What's a Resident? by Anonymous Coward · · Score: 0

      I make real money selling fake things in Second Life. It is definitely possible. Not alot, but
      enough to "cover tier" with a bit left over every month.

      The lag, crashes, poor graphics, furries, flying penises... all true, but it can be a great
      place to build virtual things, script them, and see them in action. I like it.

    22. Re:What's a Resident? by Kris_J · · Score: 1

      I came to SL after a year and a bit of World of Warcraft. While SL wasn't as polished, what I saw was different objects everywhere. In the games with the graphics everyone seems to like, many textures and models are used over and over and over. Oh, it's this model of cave. It's one of those towers. In SL, as you move around, it's all different. I was happy to take a hit on the polygon count in order to move around a world that didn't look like the designers wrote a third of it then copied it twice to finish.

    23. Re:What's a Resident? by Lord+Ender · · Score: 1

      Your thought process makes about as much sense as deciding a radio is "crap" because there was a bad song playing on the station the knob happened to be turned to when you bought it.

      So no, you aren't qualified to have an opinion on something with which you have nearly no experience. Someone who never learned how to turn the knob should not be writing reviews of radios.

      --
      A slashdotter who didn't build his own computer is like a Jedi who didn't build his own lightsaber.
    24. Re:What's a Resident? by Anonymous Coward · · Score: 0

      Umm... the "cheesy music" you heard was set by the owner of the particular land parcel you happened to be on. It can be any Shoutcast-style MP3 stream, from anywhere on the 'net. If you hear "cheesy music" it's because the guy who owns that piece of land likes it.

      The same goes for the appearance and behavior of every other object in the game.

      That's why SL users like it. It appeals to those want to create their own stuff, rather than being passively entertained by fire and explosions designed by someone else.

      By the way, "begs the question" doesn't mean what you think it means.

    25. Re:What's a Resident? by cruachan · · Score: 1

      Well, if that's your pleasure then who am I to criticize you :-)

    26. Re:What's a Resident? by popo · · Score: 1

      Really, are the interface and graphics engine different in different areas?

      Should the Welcome Area be above criticism because there are other areas?

      Enough, fanboy.

      --
      ------ The best brain training is now totally free : )
  21. Re:2.4 million users? Hah! by arthurpaliden · · Score: 1

    And less than 30% of all MySpace accounts are active, get visited at least once every 2 weeks.

  22. Wonderful news! by vadim_t · · Score: 5, Interesting

    SL has a number of problems. One of them is that the client is well, slow. Framerates of 5 FPS aren't entirely uncommon in some areas. Now instead of blindly speculating, we can look at it and actually tell whether it's just badly coded, or the nature of SL makes it work slowly. This will probably also spur some effort in trying to make it take advantage of multicore CPUs.

    Another thing to try would be rewriting the UI. It would be a lot less painful to use if the UI and display weren't in sync, so that when things were slow you could still type at a normal speed.

    My personal area of interest would be attempting to provide some sort of way to let SL objects provide a better interface. The sort of interface that can be scripted in SL is very primitive as of now. Being able to make an object with a full dialog with buttons, dropdown lists, a list view, etc would really improve the usability of complex objects.

    This should also give a big push to the libsecondlife project, which is also a great thing. SL can be used as a platform for interesting things, such as A-Life experiments. That's another thing I plan to try eventually.

    On the Linux side, I'd like to see the integration of something like DCOP, or at least a named pipe to communicate with the SL client. For coding it'd be wonderful to run 'make' and have all the modified scripts automatically sent to SL. Currently this requires an edit, copy, paste into SL cycle.

    1. Re:Wonderful news! by Thumper_SVX · · Score: 2, Insightful

      I like this comment because I am a Second Life user, builder and scripter. I enjoy it, but only as a pastime.

      I must say that I think this is a good thing (the opening of the client) especially because the SL client is a REALLY bad multi-threader. On a multi-core CPU (a Macbook Pro, both under Windows and OSX) it runs one core up to 80% or so constantly and leaves the other core essentially idle. This is according to Menumeters CPU gauge which I have constantly running (backed up with info from Activity Monitor) under OSX and TaskMgr under Windows. Sure, threading it might not help under some circumstances... but I have seen it peak out the core on some occasions (especially in a busy area). Maybe some coders can find some nice ways to thread some of the processing and make it a bit more efficient on this architecture.

      I'd also be extremely interested in a different object-building interface. How about a dedicated object-building client? That would be incredibly cool... being able to build objects (even offline?) and then put them into the SL world. I think that with some of the great modeling tools that are out there we can have some great clients for creating some really cool stuff in the SL world. And being able to focus just on the object you're building would be incredibly cool as well; I constantly battle trying to select multiple objects when trying to link them and end up selecting some background object, or even my avatar and having to deselect that as well. Really frustrating.

      I think this opening of the code is a great thing. Let's hope there are enough interested parties to make some really good use of it.

    2. Re:Wonderful news! by daVinci1980 · · Score: 2, Informative

      Applications that use OpenGL or Direct3D are subjected fairly heavily to Amdahl's Law. The problem is that there is a (quite severe) penalty to submitting data to the APIs from different threads, which generally means that all submission to the API is done from a single thread.

      If the limiting framerate issue for your title is submission to the API (and for a lot of 3-D graphics applications, it is [warning: PDF]), then you're not going to get any speedup on multi-core systems, and there won't even by a way to improve the latency when typing messages because displaying those messages is what is taking so long.

      --
      I currently have no clever signature witicism to add here.
    3. Re:Wonderful news! by dfries · · Score: 1
      While I agree that the text has to be drawn at the same time as everything else and if you are in a complex scene everything slows down and you can't expect what you are typing to show up any faster, I think that multi cpu/cores could help out here. As far as submitting OpenGL graphics commands on different threads to the same GL context at the same time, as far as GLX (X-windows), you can't do it. GLX limits a thread to only have one GL context at a time and a GL context can only be the current context by one thread. So you have one thread doing graphics, and one or more others doing networking, sound, jpeg image decompression, physics, etc. It just won't be as easy to keep multiple threads from stepping on each other's toes.

      I don't know if they do this, but they could take advantage of the multiple levels of details they have to help on the frame rate. When you get closer objects become more tessellated. Maybe as the frame rate drops they could start reducing all object's level of detail.

    4. Re:Wonderful news! by Just+Some+Guy · · Score: 1

      That presumes that the main interface remains in GL. Imagine a new client written with, say, QT, where only the world itself is rendered in 3D. Everything else - menus, dialogs, chat windows - would be rendered as plain old 2D toolkit widgets. Frankly, I wouldn't care if I only got 5 FPS if I could still carry on a chat in realtime.

      --
      Dewey, what part of this looks like authorities should be involved?
  23. oh boy oh boy by Petey_Alchemist · · Score: 1

    HOORAY.

    Now everyone will be able to program their own perversions!

  24. Re:Excellent? Maybe ... by ichigo+2.0 · · Score: 3, Informative

    Well, wouldn't it be profitable to make a client that just keeps notifying the server of new objects that sell well in the world? I'm not too clear on the crafting process in Second Life but I imagine it takes resources.

    The way I understand it, is that there is no "crafting" system per se, but users create things outside of the client, and then upload them to the SL system. Users can then set flags in their creation that makes it non-copyable, non-transferable and/or non-sellable. Therefore a client that creates items perpetually would not give a user any advantage, as items can already be copied at will. There is no rules in SL (except in player created environments), as it is more of a virtual space than a game. This is what I've understood of it, I haven't played it myself so this is only second-hand information.

  25. Re:Excellent? Maybe ... by thygrrr · · Score: 2, Insightful

    > Ever heard of aim-bots? Those work with closed-source clients.

    Yeah, but it's actually just a "tool" that happens to break a "game". SL is not a game. It's a crude early version of cyberspace, and hence has performance, security and stability issues galore. However, it's the best there is at the moment, and, quite frankly - it's mind-boggling what some people pull off with nothing but finite state automatons and parametric geometry.

    >On the other hand, it looks like the Linden folks are still working on server controls to make sure stuff doesn't run out of >control. Flying penis storms, grey goo, that sort of thing.

    Yes, that's necessary, and it's good. Their Grid defense has become much better in the recent months, and grey goo type attacks can rather quickly be contained.

    >Hey, it's the first beast specifically of this type. There are a lot of hard lessons you learn by being first.

    Yes, it's the first beast of this kind, and the lessons learned are invaluable - and very tough.

  26. Re:2.4 million users? Hah! by Ignorant+Aardvark · · Score: 1

    Even the 6M claim could be a steaming pile, count the amount of users online at peak time please, not half made accounts, nor anything else, how many people play the game....

    It doesn't really matter if the people are logging in regularly; they're still paying $15/month for the account.

  27. Open Source good, but IP now dead by Baavgai · · Score: 3, Insightful

    Second Life has a curious economy. People make money by making stuff and selling to others, but it's all virtual stuff that must be run on the client. While some object code does live on the server, everything required for visual rendering must be revealed to the client at some point.

    A look at SL history will show various incidents of people figuring out how to work around content protection to copy it unhindered and the vicious controversy that ensues. Now, there is simply no such thing as graphical Intellectual Property. Open client code should mean open copying.

    They have just knowingly crippled one of the their models of avatars getting money from other avatars. The "steal this avatar" client will be out in a week, I'd wager. Should be interesting to see what happens.

    1. Re:Open Source good, but IP now dead by mrchaotica · · Score: 1

      That's just as well -- this kind of thing is better off non-commercial and distributed, just like every other major Internet protocol (with the notable exception of IM, unfortunately).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    2. Re:Open Source good, but IP now dead by Anonymous Coward · · Score: 1, Insightful

      There are already "steal this avatar" clients... this release will mean nothing. As the Lindens keep pointing out to the various hysterical fuckwits who scream about copying... if you make Linden dollars out of selling fucking 512x512 textures to people, good luck, but don't be surprised if it that revenue vanishes in the end. THAT LITTLE SQUARE OF PIXELS IS MY INTELLECTUAL PWOPERTY... is common... paraphrased, obviously.

      The SL economy will be built on one thing: services. Everything else has always been worthless in the long term... the fact that a few people made a fair amount of money early in SL's history has kidded lots of mugs that they can get rich by selling endless numbers of little icons.

    3. Re:Open Source good, but IP now dead by vadim_t · · Score: 1

      I would argue that such a business was never reliable to begin with.

      SL, IMO shows what a world where replication of physical objects would be like. Once duplication is effectively free, you need to switch to providing a service. Instead of making one thing then selling copies, content creators will probably have to adapt and sell customized solutions.

    4. Re:Open Source good, but IP now dead by Xugumad · · Score: 1

      You just made an argument for closed source and DRM. While I agree with you, I believe that may be a hanging offence around here anyway :)

    5. Re:Open Source good, but IP now dead by glwtta · · Score: 1

      Now, there is simply no such thing as graphical Intellectual Property.

      There's never been such a ridiculous thing to begin with. That the previous clients pretended there was was the problem, not this.

      --
      sic transit gloria mundi
    6. Re:Open Source good, but IP now dead by keith_nt4 · · Score: 1
      Now, there is simply no such thing as graphical Intellectual Property.
      Does that mean Gollum from the LotR movies is public domain?
      --
      "UNIX is very simple, it just needs a genius to understand its simplicity." -Dennis Ritchie
  28. Re:2.4 million users? Hah! by arkanes · · Score: 1

    Blizzard has roughly 6m accounts that pay $15 a month. That's all that matters, really - they aren't trying to count "real people" who play, and even if they did it'd be a meaningless number. What is important, from a business standpoint, is that wow has $90M coming in each month from subscribers.

  29. Re:2.4 million users? Hah! by drsquare · · Score: 1

    World of Warcraft doesn't cost $15 a month everywhere. In Asia you don't even need to pay monthly.

  30. Re:Excellent? Maybe ... by vadim_t · · Score: 3, Interesting

    SL client doesn't really need to be protected.

    This isn't WoW, in SL the server takes care of pretty much everything, and the client is practically a 3D web browser. The client is already very unresticted as far as MMORPGs go, you can teleport anywhere you want for instance. Of course you can be banned or not allowed to some destination, but changing the client won't change that.

    Even without it being open, the libsecondlife people had figured out enough to duplicate in-game objects. This means that very possibly creators of things that aren't scripted are going to get screwed. But this was always a possibility. It was completely obvious somebody would do it within a few days of trying SL, closed or not.

    L$ handling is of course server-side, you can't create them out of nowhere. L$ are only created by LL and then exchanged between residents and bought and sold for USD.

  31. Re:2.4 million users? Hah! by Anonymous Coward · · Score: 0


     
    but a lot of people own more than one account so they can play both factions on a PvP server


    Yes, I'm sure that counts for 2 or 3 million of those accounts, at least.

  32. ... it was pretty easy. Just like C++ ... by Per+Abrahamsen · · Score: 1

    If the Linden scripting language is really "pretty easy, just like C++" I very much doubt that they have 375k contributing users. C++ is hard enough for professional programmers, and not a language for getting non-programmers to contribute anything.

  33. NetHack by andy314159pi · · Score: 1

    I always felt like NetHack was sort of a virtual community. There were many denizens who weren't really people, but rather trolls and monsters and whatnot, but in a rudimentary sort of way it seems to fit the criteria for a virtual world. http://sourceforge.net/projects/nethack/

  34. I live my 2nd life.... by Anonymous Coward · · Score: 0

    in WURM (www.wurmonline.com)

  35. Re:Excellent? Maybe ... by swillden · · Score: 2, Informative

    Now, one thing I've learned about MMORPGs like World of Warcraft & Ultima Online is that the client needs to be protected.

    The reasons that MMORPGs need to "protect" the client don't apply to SL, or are easy to avoid. There are basically three reasons that MMORPG systems have problems with "unauthorized" clients:

    1. In order to improve performance, clients are given information about the state of the world that players are not supposed to see. This can be addressed by simply not doing it. If the server only sends info the player is allowed to know, then a subverted client can't reveal "too much". In the case of SL, it actually doesn't matter as much if the player can "see" over the next hill.
    2. Again in order to improve performance, clients are given the ability to make decisions about the outcomes of in-game events. This is simply a very bad idea. The only way to protect the integrity of the world is to have all decisions made by the trustworthy machines -- the servers. It seems likely that SL avoided this mistake.
    3. Modified clients can implement bots. In the case of most MMORPGs, this presents problems with game balance (or, for the more cynical, allows players to automate the grind and reduce the amount of time they pay money to the provider). For SL, it not only doesn't matter, but arguably client-side bots introduce an additional interesting element to the world.

    Assuming bots aren't an issue, there should be no security-related reason for any MMORPG not to open-source the client.

    --
    Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
  36. negative posts by Danathar · · Score: 4, Interesting

    I find it interesting that DESPITE the fact that the majority of posts from "People who know" that Second life is a steaming pile of crap that it continues to grow.

    Go watch the video at http://video.google.com/videoplay?docid=-518275975 8975402950&q=second+life that was done for google.

    The fact of the matter is SL is VERY interesting due to the way in which it's built. It's flexible and the people who run it are BIG proponents of open sourcing everything they can. When you ask them about the number of users they tend to be honest about what they think is real and what are just scripts running. The BS is usually from Trolls.

    As for the quality of the graphics.

    1. All the content is USER CREATED. Go someplace in SL where people know how to use Blender or Maya and it looks great. Go someplace made by somebody who just learned how to sculpt prims yesterday and it sucks.

    2. There is a GREAT live music community growing in SL. The quality is pretty good since you can get up to 768Kb/s of bandwidth to stream your live event.

    3. Guess what? The graphics are as good as the clients can handle considering that their primary objective at this point is a flexible world that allows users to create what they want and be scalable.

    The majority of people who "crap" on SL (that I've talked to) expect something like WoW. WoW is a TOTALLY different monster. Scripted world, Blizzard created objects...and a much lower age group demographic.

    If you want WoW...go play WoW. But don't expect SL to be LIKE WoW.

    1. Re:negative posts by Anonymous Coward · · Score: 1, Informative


        I think we concur...nobody has seen SL and been "like, wow"

        You're defending an interactive world that already exists, which is the www. everything you said could have been pasted from 1995 about the web in general.

        The ability to "create" things is interesting, but i'm not really sure how viable it is as an ongoing model. scripts layer and then...bog. Many 3D engines and game platforms already allow for custom content - and have nice followings..with much nicer effects.

          Realtime nicely rendered avatars with voice chat is closer to the masses via 360 than SL. Plus, in those games, you can do much more interesting things, imho. Streaming music to avatars instead of people is no big win. With Shoutcast (and similar) someone could pump out a singing/dancing avatar vid with real music 5 years ago. Post a VR dancing baby and some music...oh wait...been there.

          SL is a diversion, at best.

    2. Re:negative posts by ka-klick · · Score: 4, Interesting

      Thank you for posting this, it's about time someone took a step back and put up a fair analysis and this is as close as I've seen here. It seems that most of the people who love to rail on and on about how crappy SL is are the ones who logged on expecting a game. This is a fundamental flaw in their logic, since LL has been stating for some time that SL is NOT a game, it is a platform, built to provide user created content to other users. Unlike WoW (or FPS or any mainstream commercial game) which all have gobs of assets pre-optimized and stored on your hard drive, SL has to stream everything you see to you in real time. It's a different animal, and if you're looking at it and comparing it to any of those, you're comparing apples and wildebeest. Just not the same thing at all (even though SL looks a fair deal like an older tech game).

      As to live music, thank you for pointing that out. I've been performing there regularly for about a year now and I can say that the experience is definitely different than just streaming audio and publishing the URL (or even putting out a webcam stream along with it). It is much more like the RL experience, in that the audience just needs to be in the "place" and they get the audio - no need for getting people to go to your URL or even know your performing - they can just wander into their favorite "pub" or other venue and see/hear who's playing there. There is also the possibility for much more direct feedback from the audience than in the just plain streaming environment and overall, it really is more like the real thing than any alternative I've seen.

      So, OK all you 1337 gamz0rz SL sucks as a game. Fine. Go farm some gold in WoW and get on with your life. I find it amazing that people seem to have to always find something to sneer at, and will make use of any opportunity to do so, loudly and in public. If it wasn't your cup of tea, fine, go play, leave it to those who are interested in this new platform.

      --

      MSRP - Tax, Title & Licence Extra Your Milage May Vary

    3. Re:negative posts by GigsVT · · Score: 1

      Exactly! It's like the web, in 3D, with micropayments that actually work.

      SL is web 3.0. :) Whether SL itself succeeds or fails, they will be an important historical beginning to the new 3D interactive Internet.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    4. Re:negative posts by Danathar · · Score: 3, Interesting

      I have no idea why you were listed so low on the points (Troll when I checked). Any TRUE nerd who understands JUST how hard it is to create what they've done should turn in their nerd card! :) If I could give ya Karma I would, but since I posted...I can't.

      There is SERIOUS research being done by universities in SL. I'm not impressed by much on the net anymore but SL really blew me away once I started digging into HOW the world works.

      It's been often said that Linden Lab employees don't use SL that much, that makes COMPLETE sense. They are realy just a bunch of hardware sysadmin nerds. SL is for creative types. A sysadmin's idea of "Art" is a cool perl script. They probably enjoy their time more by working on the code than actually playing it.

      If things work out the way I hope and SL really takes off it's gunna be facinating to see it work.

      BTW...any way you can tell me who you are so I can come watch you play? My brother is a kick ass keyboard player (and organ player) and I've been trying to get him to do some stuff in SL.

    5. Re:negative posts by Anonymous Coward · · Score: 0

      Hey thanks for posting that but employee's shouldn't comment on these subjects without approval from PR. See you at work tomorrow!

    6. Re:negative posts by ka-klick · · Score: 1

      Try clicking on my homepage link ;-)
      Anyway, my karma's pretty good, and I have a feeling the meta's will take care of those that tagged me as a troll, and if not, well, thats the breaks for speaking my mind. Thanks for offering karma if you had it to give.

      --

      MSRP - Tax, Title & Licence Extra Your Milage May Vary

    7. Re:negative posts by Danathar · · Score: 1

      I only wish I could work for Linden Labs......I work at a gov agency

  37. Re:Excellent? Maybe ... by plover · · Score: 4, Interesting
    Frankly, I'd rather pay them to host the servers than to try to host my own. What with all the griefers making life miserable for the server maintainers, it hardly seems worth the effort to try to run your own public server.

    Of course you could run your own private server, like the Construct in the Matrix. You could do things like the "jump" program and "learn karate". But unlike the movie, you can't carry your guns from the fake fake world to the real fake world.

    --
    John
  38. Re:Excellent? Maybe ... by drinkypoo · · Score: 2, Interesting
    I've heard a lot of comparisons of Second Life to Snow Crash but I'm not sold yet on this step being purely progress forward. I don't even think I could think of server software that could handle all possible clients without the processing and network traffic getting exponential.

    The real problem with SL is one of scalability. In the real world, we work on a combination of peer to peer and server based models; server-based because you have water, power, and communications services delivered to you; peer to peer because your house does not depend on your neighbor's house for anything, and they are effectively equal (even if their sizes are wildly disparate, for example, they both perform the same function.)

    In Snow Crash, Stephenson's "Metaverse" was also a peer-to-peer network. It would seem to be highly similar to the web in some ways; links between servers, the capacity for hosting, et cetera. Of course, in Stephenson's world, cheap and plentiful bandwidth connects subscribers (in the form of L. Bob Rife's cable network.)

    To make this long story short, we need a distributed architecture that allows you to host your own part of the game world. Monetary transactions between servers would occur in legal tender, and you could have any kind of currency you liked in your game world (if any.) Money transfers could be carried out through any number of services (paypal, egold, whatever.)

    This permits as much scalability as you can afford. If you have the money, then you can have your "land" hosted elsewhere; otherwise you put it on your dinky little home connection and only a handful of people can connect at once. Still, this is pretty much the only way to accomplish this goal, and it keeps freedom in the hands of the people.

    For a light technology demo version of this, one could add inter-server portals to Sauerbraten. In itself it wouldn't give you the full experience however, as there would be no scripting. Still, Sauerbraten is a collaborative building environment, so it would be interesting in itself.

    For something a little more likely to be the future than Second Life, check out Alan Kay (and others)'s Croquet. Croquet is based on Squeak which in turn is a graphically rich Smalltalk environment. Thus Croquet is (or will be - it's in beta now) portable, consistent (Squeak has its own VM which is very consistent across all platforms) and fully Open. Not to mention, it works as I described :)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  39. Huh? by Anonymous Coward · · Score: 0

    "We feel we may already have a bigger group of people writing code than any shared project in history, including Linux," That is a scary thought!

    Does that scare the hell out of anyone else?
  40. Re:Excellent? Maybe ... by Angostura · · Score: 1

    There is a very good GoogleTechTalk from last year here where the Linden guys give the Google guys a show and tell about some of the technology underpinning Second Life.

    Bottom line, as I understand it from this video, the client is really very very dumb. Everything intelligent is running on the server, and it is just left to the client to handle the basic graphical rendering.

    Now it is always possible that there is something they have missed, but it appears that the system was designed from the start to make it resistant to any compromise of the client.

    Hopefully, we'll see an improvement to the dog-slow Mac. client.

  41. Re:Excellent? Maybe ... by Cheesey · · Score: 3, Insightful

    Of course you could run your own private server, like the Construct in the Matrix. You could do things like the "jump" program and "learn karate". But unlike the movie, you can't carry your guns from the fake fake world to the real fake world.

    Ah, good point. An interoperability problem. That would reduce the value of a private server.

    I suppose it might be possible to come up with an open standard for object exchange, so that objects could be moved between suitably configured servers in the alternate universe. This would not provide any protection against copying though, and there would still be no way to move things into the official network.

    Frankly, I'd rather pay them to host the servers than to try to host my own. What with all the griefers making life miserable for the server maintainers, it hardly seems worth the effort to try to run your own public server.

    The counter-argument is this: the network would be more valuable if it was mostly composed of privately-run but publically available servers. How rubbish would the Web be if, for example, MySpace was the only company that could host a website? I dare say the WWW revolution wouldn't have happened if client and server software hadn't been freely available.

    --
    >north
    You're an immobile computer, remember?
  42. Re:Excellent? Maybe ... by Andrew+Kismet · · Score: 2, Informative

    3D Objects are created entirely inworld. Animations and textures are created outside of the client. Object flags (Mod, Copy, Transfer) can be toggled according to the existing flags and your creator and owner status on the item.

  43. Does anyone but... by bitrex · · Score: 1

    Linden Labs, Wired Magazine, and a bunch of self-congratulatory bloggers and assorted dorks out of San Francisco give a crap about this train wreck of a "virtual community?" Every "article" I read about this thing seems like just a thinly disgused ad.

  44. Re:2.4 million users? Hah! by BLKMGK · · Score: 1

    The 6million user number has also been debunked as crap too. I was reading a pretty good article concerning that this weekend actually, naturally the article URL isn't at hand but afterwards it was pretty clear that 6million is also bogus. It's still a HUGE number though and I think bigger than any other.

    FWIW on EVE I regularly see 20K or more folks logged on and as many as 28K without experiencing problems. I believe it's gone over 30K but that's been a pretty rare thing and nto something I've ever personally seen.

    --
    Build it, Drive it, Improve it! Hybridz.org
  45. Offtopic language-nazi response by fang2415 · · Score: 1

    Which begs the question: How representitive am I of Second Life residents in general? Nope. It raises the question.

    Sincerely,
    Grumpy Old Man
  46. Re:Excellent? Maybe ... by ischorr · · Score: 2, Insightful

    They're not first - Activeworlds has been around for years (I first used it in 97 or so).

    http://www.activeworlds.com/

  47. Re:Excellent? Maybe ... by Neo_piper · · Score: 1

    I have to agree with you. There are a few People making money with things like Virtual Slot and Vending machines that could be put under quite quickly if their code was circumvented.

    I can't really see how they [the Lindens] can keep the sort of economy they have going without at least some "Black Box" elements in the code.

    That being said I look forward to a GUI that isn't on par with Quark Xpress in terms of ugliness and learning curve.

  48. The thing about secondlife by locksmith101 · · Score: 1

    I know I'm off the subject here, but I just have to say that I don't get why people participate in that cynical "alternative" world. I heard so much about it, that I decided to try it out. The thing that made me really hate it - it the way they try and push you towards spending real money on bullshit items. I mean here is a chance to make something beautiful for all to share. Here's a chance for a platform where all are equal and have equal chances - but nay. Second life makes it all about the goddamn money. Hence it's main concept - it you have money, you'll have a better life... I really hope that second life will fail - and that one day we can all roam virtual landscapes regardless of money. Say, did the 60's ever happen?

  49. Text interface by Sloppy · · Score: 1

    Can't I just use TinyFugue?

    --
    As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  50. Streaming content? by Nicolas+MONNET · · Score: 1

    I'm not sure, but it seems to me that Second Life is able to stream content to users. I don't know if any other 3D client does that? WoW doesn't, does it?

    That might not make it pretty, but in itself it's quite powerful.

    1. Re:Streaming content? by nuzak · · Score: 1

      > I'm not sure, but it seems to me that Second Life is able to stream content to users. I don't know if any other 3D client does that?

      VRML. SL has always looked to me like a souped-up VRML client. What with the ascendancy of javascript these days, VRML might even be in for a comeback -- assuming anyone wants the awful interface for real applications in the first place.

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:Streaming content? by WTBF · · Score: 1

      Guild Wars does this, you download the client at around 80kb zipped and everything else is streamed to you - I can't remember exactly but it was about 100-150mb to download during the install (this was a year and a half ago) and then each area is downloaded in the background/when you need it.

    3. Re:Streaming content? by Modesitt · · Score: 1

      The MMORPG A Tale in the Desert can stream new content to users. It can also patch the game or server without even closing the client or rebooting the server.

      --
      Everyone on my foe's list is an evolution denier.
    4. Re:Streaming content? by MORB · · Score: 1

      The way you construct things in second life is made of failure.

      You assemble a bunch of primitives together. People make complicated things by assembling boatloads of ellipsoids and cubes.

      The problem is that you end up with something that is not merely "not pretty". Anything complicated looks like utter shit in SL, and involve lots of unnecessary polygons that are not visible but drawn. So it's full of overdraw.

      Also, people are free to put different textures on these primitives. In fact, the lack of UV mapping makes it necessary, so you have a boatload of render calls.

      Given how awfully slow it is, I'm willing to bet that each primitive is rendered with its own rendercall, or something close.

      It also evidently lack occlusion, so even if you're staring at one of those numerous wall with a stretched generic texture that is the staple of SL architecture, it's slow as hell nonetheless because of all of the garbage rendered behind it.

      Achieving performance in a 3d game involve a lot of tricks that professional artists like those working at video game companies know.

      SL is a virtual world where everything is built using an awful building system, and by amateurs who don't have the slightest idea nor the tools to optimize their objects to render quickly, or in other words it looks like shit and runs like shit.

      Factor in the horrible and clunky camera and movement controls and I just can't understand how anyone can withstand that thing.

    5. Re:Streaming content? by alphamugwump · · Score: 1
      Factor in the horrible and clunky camera and movement controls and I just can't understand how anyone can withstand that thing.


      Agreed. Where I'm from, we use A and D to strafe, not turn in place. And we use space to jump. I got bored pretty quickly when I couldn't find anything to kill.
  51. ThirdLife by Doc+Ruby · · Score: 1

    Who's got the HowTo on embedding existing apps as modules in the SL client, with their GUIs rendered onto 2D surfaces on 3D SL objects? I want my avatar's chest to display the GAIM messages I send from my mobile phone.

    --

    --
    make install -not war

    1. Re:ThirdLife by dfries · · Score: 1

      If there was a way to upload (or modify) textures for free, I expect it wouldn't be hard. L$10 for each texture you upload as far as I know.

  52. Fort iKnox by Doc+Ruby · · Score: 1

    Any reasonable security model protecting online currency has to be proof against tampering with the client, and instead secure the server. Even before the client's source was opened, people were reverse-engineering the network protocol, against which work there is practically no protection (especially with an unencrypted client/server protocol). Currency and money supply must be controlled at the server, or counterfeiting can't be prevented. Even in the real world, the only proof against counterfeit is the extreme complexity of physical currency features, which are not only virtually impossible in digital currency, but directly contradict digital currency's best features.

    The real question about Second Life's "Treasury security" with this release is whether Linden Labs has first secured their servers against currency attacks. That sounds like a fascinating research paper for the current term of a CS or even economics, student or researcher.

    --

    --
    make install -not war

  53. Re:The thing about secondlife by Demon-Xanth · · Score: 2, Interesting

    Think of SL as an IRC server that is being run by The Sims. Most people I know in SL go there for the community. The 3D representation gives them a better sense of the person they're talking to, and a different level of interaction.

    You CAN do alot for free. There's alot of good free stuff out there. You can also make stuff if you want to. Nobody says you have to buy it. Natural resources? LIMITLESS! Want another box? Just drop one. With SL, the ability to sell goods isn't limited by any sort of ability to produce quantities. It's about design.

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
  54. Disturbing by Migraineman · · Score: 2, Funny

    A place with 2.4 million instances of "bunny in a ball gag." *shudder*

  55. 2.5Million?! by Anonymous Coward · · Score: 0

    That's a lot of paedophiles!

  56. Re:The thing about secondlife by Krupuk · · Score: 2, Interesting

    I think, you're right, but nobody is forcing you to buy anything in SL. You can still participate in the "social culture" without ever spending any money. I haven't. And if you need something, you can simply create it yourself. If I need money to upload a file, I simply sit in a camping chair.

    I never bought anything, but created my own skins, textures, objects. I never bought land, because I'm not interested in making money (renting land for a shop) or "settle down" (build a house). I never understood the concept to own a "physical location", a house, in a world which you only experience when you're logged on and roam that world. Why would anyone log on and stay in a virtual home and not visit the many places?

    There have to be some people owning land to show their ideas, so other can look at them and experience them. It's like the Web. Most part of the "surfers" just roam the many pages, but a few create their own to share their ideas. No one creates a webpage and locks everyone else out. Well, they surely exist, but they don't matter.

  57. Hopefully a new Second Life client by FlyingSquidStudios · · Score: 1

    will do things like, oh, I don't know, load a wall image BEFORE you run into it?

    1. Re:Hopefully a new Second Life client by dfries · · Score: 1

      One of the things on my todo list is to not wait for the texture to download before displaying the object. At least in the early versions of second life for Linux when textures weren't automatically downloaded things appeared much faster. Maybe it just needs to download all the objects first, then start downloading and displaying the textures.

  58. Hmmm... by TheAwfulTruth · · Score: 1

    While I would LOVE to see the 500 client bugs fixes even if it means getting the fixed from third parties, as well as MUCH NEEDED UI improvements, I can't actually see much of that happening for a couple of reasons.

    1) Normally the SL client is updated every two weeks, and at least once a month with MAJOR changes. That is a hell of a lot of work to keep up with for anyone wanting to provide an alternate client.

    2) LL has been typically resitive to advice. They have shown all the signs of a pure "Not Invented Here" attitude. (With that I do NOT mean not using things like MySQL and mozilla, they have, it's IDEAS that they hate to hear from outside. They do everything their own way and reinvent the wheel constantly with typically bad results, repeating the mistakes of every other on line game in the past) So I wonder how much input for bug fixes that they will accept back into their main tree. Of if they are even capable of doing it. They maintain at least 2 seperate development lines at once and have /terrible/ bug regression problems as they are never compeltely in sync.

    I bet that it is /mostly/ for reference for people wanting to do compeltely different things as an SL interface rather than as a way of improving the main client. THey love that kind of stuff. Having people create 3d immursion versions of the basic client etc...

    The one main thing I hope they've done well is gotten their "API" secure becuase as much as they have been hacked in the past with libSL and in-world scripting hacks, this client release will spur a HUGE hack fest on them for the next month or so...

    --
    Contrary to popular belief, coding is not all free blow-jobs and beer. Those things cost MONEY!
    1. Re:Hmmm... by Simetrical · · Score: 1
      Normally the SL client is updated every two weeks, and at least once a month with MAJOR changes. That is a hell of a lot of work to keep up with for anyone wanting to provide an alternate client.

      Well, is there any plugin/hook architecture? If they're serious about this, there had better be.

      --
      MediaWiki developer, Total War Center sysadmin
    2. Re:Hmmm... by TheAwfulTruth · · Score: 1

      I have not looked at the client source yet but there has not been any discussion of hook funtionality. I used libSL to "hook" into the chat stream and redirect it to an external chat program, but that basically relied on intercepting the raw cilent/server packet structure which is subject to change at a moments notice. There is no (as of yet) reasonablly immutable and well documented API between client and server. Some of it has not changed in a while but other parts are changed often.

      --
      Contrary to popular belief, coding is not all free blow-jobs and beer. Those things cost MONEY!
  59. these guys are retarded by Anonymous Coward · · Score: 0

    the first and only person who i ran into who mentioned SecondLife was a total ass whose parents sent him to Wharton and spent some time working for some BS capital firm in SF. The usage figures they give are complete BS. No one gives a crap about this stupid thing. My guess is some reputable people bought into it and they're not yet willing to fold their cards. Slashdot really needs to stop taking payouts from PR firms.

  60. 5GB for everything by robla · · Score: 3, Informative

    5GB is a number Joe came up with after checking out all sources (servers, clients, libraries, scripts) plus unit tests, packaging tools, and test plans. None of the 5GB includes user generated content of any kind (i.e. textures, lsl scripts, objects, etc.). One can get into all sorts of arguments about methodology (as seems to happen whenever we publish a stat), but the point is, we've got a lot of code.

    Today was a small step in the grand scheme of things. As one of the other posters pointed out, the amount of code we posted was a number much smaller than 5GB. But, this will hopefully be an important step in giving people control of their own computers. We certainly don't want you to have to install proprietary software on your computer to enjoy Second Life, and now, you won't have to. Admittedly, there are still some rough edges in a purely open source compile, but that's a bug, not a feature.

  61. Second Life Irrelevant? by theghost · · Score: 1

    Is it just me or does Second Life seem more and more irrelevant every day. I've never tried it, but my perception of it is that it's pretty much just another dork clique. The only people who seem to care about it at all are the people who are really into it already - to the rest of the world it's a non-entity.* It's not the Metaverse. Hell, it's not even as interesting as WoW or EVE because of the entry barriers and the learning curve associated with content development as well as just the overall amateur/capitalist sheen of it.

    Is there any chance that it will ever become something more than a playground for for a very minute minority, or is it just going to slowly cannibalize itself into oblivion.

    (* That's just my perception - maybe i've missed something?)

    --
    The only thing necessary for the triumph of evil is that good men do nothing.
    1. Re:Second Life Irrelevant? by Watts+Martin · · Score: 4, Interesting

      Well, for starters, you've missed that major companies are buying "land" in Second Life and conducting meetings and interviews there. Politicians have conducted town hall meetings there. And Reuters has opened their first cyberspace news bureau in SL. As easy as it may be to mock these bits of information, I think they represent something very important: many companies and services have attempted to be "the metaverse" a la Snow Crash in the past, but what's going on in Second Life is, as klunky and hesitant as it may be, the metaverse actually happening.

      For a year I worked for SL's erstwhile competitor, There, which was the one most people were betting on to "win" when both got going. (There made the cover of Business 2.0 and got out of the starting gate with companies like Nike already selling virtual products in-world.) And in a lot of ways There's client technology still kicks SL's ass; the experience is much smoother, even on less high-powered hardware. There's in-world "look" was designed by actual artists, including a former Disney imagineer or two, so when you wander around your eyes don't bleed. There has a sophisticated VR auction system designed by one of eBay's original employees. There accepts models created with GMax rather than a klunky proprietary design system, and ThereScript is based on Lua and is considerably better than Linden's scripting language.

      But what Linden figured out that There didn't is that user-created content is king. SL really didn't give a damn if your eyes bled -- they opened the floodgates. Old "Therians" may boggle at my mention of ThereScript, because AFAIK There still hasn't opened it up to users even though they were talking about it when I was there in 2003. (There also had outstanding bugs in the "consumer service" that were going unfixed for months, if not years, IIRC, which were less a matter of technology than politics.)

      Personally, I think SL's "under the hood" design is its Achilles' heel, and open-sourcing the client isn't going to help it -- they have a stream-everything model (possibly because their original team apparently came from Real Networks?) and the object system really isn't as sophisticated as what you'd find on an average MUCK server. Someone out there is almost certainly working on what amounts to "Third Life": a design and engineering sensibility as good as There's was (or at least aspired to be), with the understanding of the marketplace and user desires that Linden has. When this happens, that service will be the metaverse equivalent of World of Warcraft to SL's Everquest.

      But between all the jokes about flying penises and the ritual mocking of the furries, I think SL is going to prove to be historically important in shaping an "avatar space." Yeah, the idea that a decade from now, it'll be common for businesses to have a virtual storefront in avatar space sounds pretty crazy, and I certainly wouldn't bet on it happening. But you know, in 1994, I'm not sure many of us would have predicted that by 2004, businesses that didn't have a URL would seem to be behind the times.

    2. Re:Second Life Irrelevant? by wikinerd · · Score: 1

      You can make money in Second Life. Most (all?) people wish they were rich. Therefore Second Life has the theoretical potential to be used by most (all?) people. The learning curve isn't much a problem when you can make money afterwards: Lots of people go to university to study for many years just in order to get a better paying job. Surely a game like Second Life is not totally irrelevant when you can make money by playing it well.

    3. Re:Second Life Irrelevant? by GigsVT · · Score: 1

      It's not a game any more than the web is a game, or Slashdot is a game. You don't "play" it.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    4. Re:Second Life Irrelevant? by MORB · · Score: 1

      Yeah, Second Life is serious fucking business.

      But between all the jokes about flying penises and the ritual mocking of the furries, I think SL is going to prove to be historically important in shaping an "avatar space."

      I think all the historical importance of SL in the end will be nothing more than a serie of article on something awful. The whole thing is hyped way out of proportions.

    5. Re:Second Life Irrelevant? by John+Hasler · · Score: 1

      > Surely a game like Second Life is not totally irrelevant when you can make
      > money by playing it well.

      It's a negative-sum game, and, unlike gambling, it requires some effort.

      --
      Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
  62. Re:Excellent? Maybe ... by Simetrical · · Score: 2, Insightful
    Presumably LL are relying on "their network" being the best, so people continue to pay them for something they can now do for less money elsewhere. Bit like AOL and Compuserve assuming that their internal networks would always be worth more than Internet access.

    Or perhaps they're relying on patents. If they have appropriate ones, they could shut down any OS alternative service providers.

    --
    MediaWiki developer, Total War Center sysadmin
  63. True, but they knew this already by TheGuano · · Score: 3, Informative

    A senior developer from Linden spoke at my class a few months back, and he told us about their plans to open source the client, and eventually the server system - i.e., you will eventually be able to use your own hardware to run a SL land server over the internet. The question isn't whether it will happen, it's when. Will it affect their business model? Of course. But according to the developer, the goal is to open-source everything they can, and if the business model has to change, then it'll change.

    1. Re:True, but they knew this already by Anonymous Coward · · Score: 0

      It would be interesting if not LL servers became like other countries. So you have the Linden country with all of it's rules an currency then you have Joe's country on some one else's sever with their rules and currency. It would be interesting if you could then move one character between different servers though I can't see LL offering an exchange rate between any other virtual server so you would most likely need to convert Joe's $ to the real US $ then to Linden $ still if this works we could have a very interesting virtual future on our hands.

    2. Re:True, but they knew this already by Deviant+Q · · Score: 1

      Will it affect their business model? Of course. But according to the developer, the goal is to open-source everything they can, and if the business model has to change, then it'll change. That's the stupidest meta-business model I've ever heard.
      --
      "May the days be aimless. Let the seasons drift. Do not advance the action according to a plan."
    3. Re:True, but they knew this already by TheGuano · · Score: 1

      Well, kind of a "damned if you do" situation. They're trying to embrace open source and they're putting their money where their mouth is. I guess they could have continued to charge $9/mo for an account (now free), kept the client proprietary and said "screw you" to open source, and people here would bitch about how they were selling out. I'm sure if they're planning on making their big money-maker a free service, they've already got some ideas behind the veil on how they'll keep the revenue flowing (and just didn't want to prematurely divulge it to a bunch of students in an IS class).

    4. Re:True, but they knew this already by LordOfTheNoobs · · Score: 1

      Many are going to mock this decision, but where would the web be if mosaic and httpd had been closed such that no derivatives could be made? No outside ideas incorporated or expounded upon?

      By doing this Second Life is no longer creating only a product, they are creating a product segment. Competition is attractive. It creates buzz. Networking with other interconnected groups will only help them. There will be plenty of clients for everybody. And when real business wants someone to pay for entrance into this new thing, they know to whom they'll go. To the ones who invented it all.

      As a bonus, by using the GPL, anyone who doesn't want to reimplement the client from scratch is forced to share their improvements back with the community.

      This move is brilliant.

      --
      They're there affecting their effect.
    5. Re:True, but they knew this already by Anonymous Coward · · Score: 0
      This move is brilliant.
      Compared to you it is!

  64. Re:The thing about secondlife by lamberms · · Score: 1

    You know what I find cynical ... people who believe that if everything was free we'd all be happier. We might be happier if we could eat under that scenario. Unfortunately, at the end of the day, we all have to make money somehow in order to feed our families. Even open source programs with full time programmers need ways to pay the bills. In the end everything comes down to the almighty dollar. Unfortunate yes. Reality ... yes.

  65. Mod parent up by subl33t · · Score: 1

    If I had points I'd mod you up. We'll have to appeal to the few /.ers who aren't basement dwelling WoW players.

    For a lot of people community is more important than how many polygons you can render.

  66. Re:Excellent? Maybe ... by reed · · Score: 1

    The scenario you describe is pretty similar to what we want to do at http://www.interreality.org./

  67. Re:Excellent? Maybe ... by merreborn · · Score: 2, Interesting
    Now, one thing I've learned about MMORPGs like World of Warcraft & Ultima Online is that the client needs to be protected.


    If the client end of your client server app needs to be "protected", your security model is already terribly flawed. The first rule of client/server app development is simple: Never trust the client.

    If you never take input from the client at face value, then you don't need to "protect" it (a war you'll never win, by the way).

    Raph Koster knows it. Why other MMO developers have historically ignored this rule over and over again, I'm not sure.

    Blizzard has had a terrible track record of violations, however: numerous Diablo 1 hacks, map hacks in their RTSes, up to and including WC3, etc. Frankly, I'm stunned WoW hasn't had any major hacks to date -- maybe they finally learned :)
  68. Re:Excellent? Maybe ... by hal9035 · · Score: 1

    I used Activeworlds years ago too, is it still active?

  69. Re:Excellent? Maybe ... by DamnStupidElf · · Score: 4, Informative

    LL make their money by selling server space. You can't just connect your own server to SL - it has to be one of theirs. The network is closed. All of the PR and astroturfing that's been coming out of LL recently is aimed at getting more people to invest in SL space: the more investors there are, the more the space will be worth. They're trying to drive a homesteading boom like the one that happened in the early days of the Web, when companies started to go online.

    On the other hand, this will be a very concrete experiment with micropayments on an effectively wide open information network. If a fully open client with just a trusted third party to handle financial transactions (or maybe ecash) can support a viable information economy through either donations or some form of copyright respect, then it bodes well for a similar "real life" system of micropayments for information and services. Realistically, since most things digital already happen on the Internet, SL will be as real as it gets in terms of the future information economy.

    It's likely that Linden Labs is betting on being the manager of the Linden Dollars in the new economy and making their money that way. Hosting server space is a relatively mundane activity compared to the management of the actual money and objects used in SL. Perhaps they will now act as an object ownership repository, basically just keep a hash of every object along with the name of its original creator for the purpose of micropayments to the real creator. Make all objects fully copyable (to respect the reality of information sharing), but let everyone know who the original creator was. Obviously the problem is formally intractable because anyone can modify an object and claim that they're the inventor, but generally market forces will prevent that from happening. Once enough people have seen the original object, they will be able to spot fakes, and since anyone can copy any object, it will be easy to demonstrate the imitations as cheap knockoffs. Payments would just be donations from people who would like to reward the original artists for their creations, and of course for customizations and other services.

    I'd also note that Linden Labs has always claimed that SL would be open sourced at some point, so it's likely that this has been planned out quite a bit in advance.

  70. Re:Excellent? Maybe ... by Schraegstrichpunkt · · Score: 1

    Raph Koster knows it. Why other MMO developers have historically ignored this rule over and over again, I'm not sure.

    Well, for FPS games where centisecond network latency makes a big difference, it's done for performance reasons. For systems where latency isn't as much of an issue, maybe it's a cost-reduction issue: processing that clients do is processing power that you don't have to pay for in your server farm.

    But honestly, I think it's probably more of a case of too many "game programmers" who haven't done enough of anything else to have learned about writing code for use in an adversarial environment.

  71. Re:The thing about secondlife by Anonymous Coward · · Score: 0
    The thing that made me really hate it - [is] the way they try and push you towards spending real money on bullshit items.

    And that is different from RL how? Did you not go into any stores during the Christmas season?

  72. There's already a similar OSS project by Anonymous Coward · · Score: 0

    I tried it, and it looks (and feels) really promising. The difference to SL is, Croquet is FAST (very close to real-time), because most of the work is done on the client side and synchronization works by sending behaviour not state.

    http://www.opencroquet.org/

    1. Re:There's already a similar OSS project by dfries · · Score: 1

      OpenCroquet's technology in keeping the various clients in sync was intersting to me. I might have even learned the squeak programming language and started doing some development with it, but what ever happened to OpenCroquet? I never did find another pubically accessible server to connect to. The News Room has 04/18/2006 as the most recent entry and that was the 1.0 Beta. Compare that to the 19,098 on second life right now, the December 29, 2006 last client update, and today's source release. Sorry to say it, but unless OpenCroquet is going to put up a few islands for random people to interact and provide some updates once and a while it might as well be dead to me. They could at least update the news room once and a while to at least provide the appearance of the project being active.

  73. Re:Excellent? Maybe ... by WNight · · Score: 1

    Like the other responder so far, I'm working on something similar, though I'm doing a Ruby-based game in the style of Lambda Moo, but with an open architecture and the ability to graft on various tools, such as the neat looking Sauerbraten engine you mention, for design on art, code, or other resource.

    The engines and protocols between them aren't my interest, I'm merely concerned with them ending up open and extensible. I'm working on the idea of shared development by sharing a persistent Squeak-like world. I want to make an html front-end for this instead of relying on people using heavy-weight VMs like Squeak, etc.

    Thanks for the links. Croquet looks quite interesting as well.

  74. Re:Excellent? Maybe ... by HumanVM · · Score: 1

    Ok, so this is good unless hackers figure out how to modify the code to just perpetually make them Linden dollars. This isn't a combat game and position hacks really wouldn't do anything for you since you can fly anywhere in the game anyway. But I'm still a bit worried about people being able to look at the code of the client and abuse some action or property that is left responsible to the client and, in this manner, they gain an edge or amass Linden dollars

    Philip Rosedale (Linden Lab CEO) gave an interesting presentation on the workings of Second Life about a year ago. It's available on Google TechTalks...

    Essentially, he was saying that they are very security-minded (since hacks that create Linden dollars will lead to rampant inflation, which is no good for anyone). As such, most stuff is done by the server -- all the client can do is to make requests, and it's up to the server to validate, process and update the state of the world.

  75. From the monoculture of Microsoft... by petrus4 · · Score: 0, Redundant

    ...to the monoculture of the GPL. Makes me wonder if a time is going to come when most people will more or less forget that other OSS licenses exist.

    I guess, sadly, that it's predictable...between the black of proprietary software and the white of the BSD license/public domain, the GPL does represent the proverbial shade of grey.

  76. Re:2.4 million users? Hah! by Kalriath · · Score: 1

    No. You instead pay HOURLY.

    --
    For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  77. Re:2.4 million users? Hah! by Kalriath · · Score: 1

    Yeah, gotta give CCV (or whatever their name is) credit - their servers are ultra-reliable, ultra-fast, and isn't there only one? I mean, heck, a Blizzard server crashes if 3K people log on

    --
    For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  78. 2.4 million residents != 2.4 million users. by SageMadHatter · · Score: 1

    Second Life's clevering marketing of the term "residents" has dupped many into believing that Second Life has 2.4 million users. Residents is a reference to number of characters created.

    1. Re:2.4 million residents != 2.4 million users. by dfries · · Score: 1

      In the account field of each profile I've yet to only see 'Resident' and 'Linden Lab Employee'. Seen any others?

  79. Re:Excellent? Maybe ... by Cheesey · · Score: 1

    On the other hand, this will be a very concrete experiment with micropayments on an effectively wide open information network. If a fully open client with just a trusted third party to handle financial transactions (or maybe ecash) can support a viable information economy through either donations or some form of copyright respect, then it bodes well for a similar "real life" system of micropayments for information and services. Realistically, since most things digital already happen on the Internet, SL will be as real as it gets in terms of the future information economy.

    I thought about this some more, and I think you're spot on. They want to be the bank. Everything else should be open in order to get it adopted as widely as possible. Now I understand what they are trying to do, I have much more respect for them.

    --
    >north
    You're an immobile computer, remember?
  80. Re:Excellent? Maybe ... by MilenCent · · Score: 1

    ll of the PR and astroturfing that's been coming out of LL recently is aimed at getting more people to invest in SL space: the more investors there are, the more the space will be worth.

    Astroturfing is a serious offense, in my opinion at least. Do you have evidence they've been doing this?

  81. Re:Excellent? Maybe ... by innocent_white_lamb · · Score: 2, Insightful

    Becasue no software is ever developed outside of the USA, and no servers are run anywhere else either,right?

    --
    If you're a zombie and you know it, bite your friend!
  82. Re:Excellent? Maybe ... by Anonymous Coward · · Score: 0

    But the SL Exchange is not owned by LL? How would that work?

  83. Obligatory joke by alphamugwump · · Score: 1

    Hey, am I the only one here having trouble logging out?

    1. Re:Obligatory joke by geminidomino · · Score: 1

      Be glad of it. When you do, you'll find out you're actually a girl in meatspace.

  84. Re:Excellent? Maybe ... by Anonymous Coward · · Score: 0

    Yeah, but Active Worlds has nothing compared to the flexibility of Second Life.

  85. Re:Excellent? Maybe ... by Simetrical · · Score: 1

    Good point. Allofmp3.com seems to mostly get away with it, and that has an entire industry fighting it.

    --
    MediaWiki developer, Total War Center sysadmin
  86. Second Life is 4 times better than Half Life by Anonymous Coward · · Score: 0

    Second Life is 4 times better than Half Life

  87. Re:Excellent? Maybe ... by plover · · Score: 1
    The counter-argument is this: the network would be more valuable if it was mostly composed of privately-run but publically available servers. How rubbish would the Web be if, for example, MySpace was the only company that could host a website? I dare say the WWW revolution wouldn't have happened if client and server software hadn't been freely available.

    You just described AOL or Compuserve's history through the end of the last century. Some minor user development happened; there was a large (for its time) community; it was looked down upon by the technical elite; and was generally ignored by the vast majority of unconnected people; and they filled bank vaults with their money. The difference between AOL and Compuserve is that while they both became more and more irrelevant as the web matured, AOL evolved their business model to keep making money while Compuserve failed to do so.

    I think Second Life is picking up the AOL reins. They're making money, they've got a devoted fanbase, and they're everything VRML tried to be back in the '90s (and more.) They'll do well for quite a while to come. They may even define the standard for future avatars and navigation that everyone will someday adopt. If that happens then at some point there will probably spring up a rogue network of SL servers as ubiquitous as www servers. The Linden will crash, of course, as the official servers will be abandoned in favor of the free servers. But who knows, if they can provide a griefer-free haven some people may be willing to continue to pay top dollar for it.

    --
    John
  88. Re:Excellent? Maybe ... by dfries · · Score: 1
    But unlike the movie, you can't carry your guns from the fake fake world to the real fake world.

    Sure you can, just do something like they do for Blender. You will just be charged for the textures you import.

  89. Speaking of VRML Worlds... by gmezero · · Score: 1

    The developer of VRML Worlds worked on Second Life, so the comparison is quite apt!

  90. Re:2.4 million users? Hah! by Maserati · · Score: 2, Informative

    It's CCP, and the concurrent user record is a shade over 33,000. And there are technically two, since there a separate server in China. Now, 33,000 concurrent users converts to some ungodly number of transactions per second. For the load they're handling the game runs phenomenally well under load. From a player's perspective lag can be an issue with some regularity, but we seem to be past the worst of it. EVE is growing and so the server infrastructure is lagging behind capacity. They're buying servers, upgrading the network and tweaking things to reduce the load, but they're still behind. The recent network upgrade seems to have helped a lot.

    CCP has done two interesting things to avoid lag. A couple dozen solar systems run on a single blade. High traffic systems have been moved to their own hardware, but the problem comes when a fleet action breaks out on the same node you're on. Their plan is to try and dynamically predict load and move systems off of nodes that are about to suffer some severe lag. In the latest expansion they overhauled the gang system to make it a hierarchical fleet structure instead of just a flat group. I'm predicting that in the next round fleet commanders will be able to designate systems as objectives and rally points. That will let the load balancer start moving other systems off of that node.

    Fleet actions really lag the system right now. The biggest I've been in was a 40 v 50, but I've heard of 200+ ships per side. I'm a Battlecruiser pilot. I launch 4 drones and put out 3 missiles every 12 seconds. That's a lot of objects in space when you figure that battleships launch more stuff and there can be hundreds in a fleet action.

    The other interesting thing is they recently removed the need for bookmarks to move quickly and safely. Many pilots in alliances would have had thousands of bookmarks. CCP deleted just the so-called instas, and left your other bookmarks intact. That took a relatively small but still significant number of objects out of the database. At the point they did it, even a percentage point or two would have helped.

    Let's hope Linden Labs is paying as much attention to their performance issues.

    --
    Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  91. Re:2.4 million users? Hah! by geminidomino · · Score: 1

    That's all that matters, really - they aren't trying to count "real people" who play, and even if they did it'd be a meaningless number.

    Not meaningless. It means their stupid "Office Space" commercial can honestly[0] claim that by signing up, you're joining 7m other players.

    [0] Used in the extremely loose fashion that the word holds in the advertising world.

  92. Re:The thing about secondlife by Anonymous Coward · · Score: 0
    Unfortunately, at the end of the day, we all have to make money somehow in order to feed our families.

    I believe you mean:
    [At] the end of the day, we all have to [produce] food somehow in order to feed our families.

    Humans do not eat money; money is important because it can be exchanged for various goods. You have not made an argument that the current economic system is essential for sufficient goods to be produced to satisfy the needs of humanity(or that the current economic system allows sufficient goods to be produced to satisfy the needs of humanity, the way those "needs" are shaped by that system).
  93. Not really by Anonymous Coward · · Score: 0

    Considering that whoever pulled that 15% fact out of his ass is probably the same person responsible for the 2.x million figure; all those numbers seem ~slightly~ inflated.

    Anyway they are talking about people writing stuff in a scripting-language; highly complex operations like sending an email when a button is pressed.

    Remember the good ole '90% of everything is crap' quote and think about the consequences of non-professionals writing non-trivial code.

  94. Re:The thing about secondlife by lamberms · · Score: 1

    In the end I suppose it is a personal choice for all of us to work for no money and produce our own food. My family has a long history of farming for their own food (we grew up poor and grew food to make ends meat). Let me tell you this. At the end of a long day of growing food for your family there is no energy for the higher pursuits of thinking (read programming or any other creative pursuit).
    Money is like the court system in civilized nations, horribly flawed and sometimes unfair. Some people work 80 hours a week to make what people who work 40 hours a week. Unfair, yes. Unfortunately, it is the best system we have at the present time. Even poor working people in civilized nations lead a life that is frankly much better than that realized in third world nations.
    To believe that everything (software in this case) can be provided at no cost at all is nieve. Everyone needs to eat. In other words some value has to be transferred from user to provider in order for the exchange to be worthwhile. For some people that value is simply that people appreciate their work. These people typically have jobs elsewhere. For people wanting to live in the real world and work on a open source project full time this value exchange is usually cash (however indirectly). This always ends up costing someone something.
    To believe that all software projects and material goods can be provided at zero cost to all consumers is frankly a load of malarkey. In the end someone pays. The provider pays by having another job they go to every day while working on their hobby at night or they get paid by a foundation set up by a loving community or business. This is the world we live in.
    Thinking that some day everyone will have everything provided to them for free because everyone will provide their valuable work for the greater good is to ignore human history and nature. In the end someone will pervert the system to receive more value. They will either pervert it or work harder to receive more of a share than everyone else. To believe otherwise is to believe in a fantasy.

  95. Great story on Second Life today from Computerworl by diezel1977 · · Score: 1