Slashdot Mirror


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."

51 of 208 comments (clear)

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

    -nt-

  4. 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.

  5. 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 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
  6. 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

  7. 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
  8. 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.
  9. 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!
  10. 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 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.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  11. 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 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.
  12. 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?
  13. 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
  14. 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 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
    2. 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."

    3. 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.

    4. 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?
  15. 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.
  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.
  21. 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 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

    2. 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.

  22. 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
  23. 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.'"
  24. 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?
  25. 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.

  26. 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/

  27. 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
  28. Disturbing by Migraineman · · Score: 2, Funny

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

  29. 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.

  30. 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.

  31. 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
  32. 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.

  33. 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.

  34. 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 :)
  35. 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.

  36. 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!
  37. 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