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Second Life Faces Open Source Challenges

ruphus13 writes "Linden Labs has talked about Open Sourcing aspects of their platform for a while, but have not always followed through. Now, the OpenSimulator project has been gathering some solid momentum, and this was followed by an announcement by IBM that showed interoperability between OpenSimulator and Linden Servers. What this means is that you can use a Second Life client to log on to an OpenSim server. Beyond that, anyone can run their own server. 'Working with the protocols derived from the official Second Life client, and a knowledge of how Second Life works, these people have implemented their own compatible server code.' It is only a matter of time before users will be able to move profiles, virtual goods, and other elements of their 'second life' on to any server in a truly open world, thereby threatening Linden Labs' virtual world experience. With Google and Sun at the fringes of this space, things are going to get very interesting, virtually speaking."

198 comments

  1. Does anyone actually use Second Life? by Anonymous Coward · · Score: 3, Insightful

    If so, why?

    1. Re:Does anyone actually use Second Life? by Robert1 · · Score: 1, Interesting

      I knew someone who took an online class. The instructor sent out an email a few weeks before the start of "classes" giving detailed instructions for how to download and log into second life. Their "classroom" was in second life. The instructions went on to say that the virtual avatars had to be dressed properly in appropriate avatars, show up in the classroom on time, and not engage in private conversations. All lectures would be given via chatting through the game. I only found out because said friend had never heard of second life. I explained to him what it was all about.

      Needless to say that individual quickly dropped from that class.

      So to answer your question, under-qualified holders of worthless masters degrees use second life to (unsuccessfully) create a semblance of academic credibility in a futile attempt to mitigate their self-loathing by substituting a virtual classroom for the real one no accredited university would ever let these pretentious assholes have.

      Honestly, how desperate for a power trip are such people as to force mid-to-late 20 year olds into a mockery of a traditional rule-centric "classroom" in a game primarily used for sexual gratification between human/animal hybrids.

    2. Re:Does anyone actually use Second Life? by ReverendLoki · · Score: 4, Insightful

      Does anyone actually use ____? If so, why?

      Now, replace the above blank with:

      • IRC
      • Sim City
      • Any computer game greater than 5 years old
      • whatever your little pet niche hobby is

      I've played with SL a bit, and so far I haven't found that bit that snags me in as a regular user (I'm still working in the "novelty" stage), but that doesn't mean I can't understand that it may have an appeal to others.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    3. Re:Does anyone actually use Second Life? by VoyagerRadio · · Score: 4, Insightful

      Folks are quick to criticize Second Life, which offers new technology, (many) interesting participants, a few anonymous cowards, and generally a whole lot of information. Meanwhile, the same critics spend time reading and posting on /.

      --
      Harold
    4. Re:Does anyone actually use Second Life? by TornCityVenz · · Score: 4, Informative

      You seem to make a lot of false assumptions about SL, and probably did your "friend" no favors with your description of "what it was all about" certainly If I thought what it was all about was sex between human/animal hybrids I would probably not be so interested in a class on the subject either.. (gratifying or not) However many schools are looking at SL as in inovative approach to learning. http://www.simteach.com/wiki/index.php?title=Second_Life:_Universities_and_Private_Islands provides a small list of schools that have expressed interest. with Names on the list like Stanford and MIT i think you might want to rethink your estimation of what the potential is.

      --
      I Need someone to rebuild a Digitech Digital Delay pedal for me....for me...for me...for me.
    5. Re:Does anyone actually use Second Life? by jandrese · · Score: 3, Insightful

      Are you sure it wasn't just an experiment in injecting a social element back into online courses? I'm not sure it's a great idea, but I can see this being a help to those people who work better when there is peer pressure from other students.

      Frankly, even if it didn't work, you have an amazing amount of vitriol over what seems like a reasonable experiment in sociology. I'm reasonably certain the instructor wasn't going to dress in a furry suit and force students to have cybersex or something. The only major concern I have with the experiment is that Secondlife is buggy and requires a powerful machine, so technical problems could easily interfere with the class, especially if the students are running on lower end hardware.

      --

      I read the internet for the articles.
    6. Re:Does anyone actually use Second Life? by jandrese · · Score: 4, Interesting

      Except for the cybersex, I think the most popular feature about Secondlife is the ability to make something (art!), that will theoretically be seen by the masses. Of course the tools are crude and the service is slow, but the ability is there to make something cool and have it be explorable by people from all over the world.

      --

      I read the internet for the articles.
    7. Re:Does anyone actually use Second Life? by Cathoderoytube · · Score: 2, Funny

      Because I like virtual whores! Okay?! Satisfied?!

      Don't you judge me!

      --
      I have nothing compelling to say
    8. Re:Does anyone actually use Second Life? by Faylone · · Score: 2, Funny

      I think slashdot has less furries.

    9. Re:Does anyone actually use Second Life? by Jasonjk74 · · Score: 2, Informative

      So to answer your question, under-qualified holders of worthless masters degrees use second life to (unsuccessfully) create a semblance of academic credibility in a futile attempt to mitigate their self-loathing by substituting a virtual classroom for the real one no accredited university would ever let these pretentious assholes have. Honestly, how desperate for a power trip are such people as to force mid-to-late 20 year olds into a mockery of a traditional rule-centric "classroom" in a game primarily used for sexual gratification between human/animal hybrids.

      Is Harvard an unaccredited university? Someone needs to tell them that, since they've conducted class in Second Life.

    10. Re:Does anyone actually use Second Life? by lupis42 · · Score: 1

      YMBNH

    11. Re:Does anyone actually use Second Life? by Kligat · · Score: 3, Interesting

      There are about thirty English language university campuses in Second Life. Most of them seem to be used as advertisements to get you to attend, with information about the buildings that they reproduced. There was one by the geology department of an Indiana university, I think. I didn't notice the ones I visited using them for class learning, though a few did have virtual classrooms that looked abandoned.

      I noticed that Cisco helped make a virtual model of the planned Palomar Hospital, so that local residents could log into Second Life, go there, and offer criticism. NASA and NOAA, a U.S. government agency that studies the oceans and atmosphere, have virtual land in an area called the "SciLands," near the University of Denver Biology Department. An International Spaceflight Museum built by Second Life residents has scale models of rockets and missile technology like the Proton rockets. There's an attempt to simulate Google Earth in 3D going on, and a Mars terrain-based region there, too.

      Second Life may have a lot of furries, flying penises, and the less renowned screaming goatse-textured cube mountains, but they tend to concentrate in the Welcome Areas, in clubs, and in areas where security functions aren't enabled. The people I meet in Second Life also use less Internet chat speak than the ones I see on IRC. I think that's because when you're in even a virtual simulation of face-to-face talk, using slang and emoticons feels awkward.

      Potentially, Second Life could be good for learning other languages. Did you know that the English speaking countries make up less than half of Second Life's active user base? Reuters says 31% are American, 13% are French, 11% are German, 8% are British, 7% are Dutch.

    12. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 4, Interesting

      Yes, I do.

      Every time I see something posted to Slashdot regarding Secondlife, its always the same.. "I can't believe anyone uses this..." or "I logged on for 10 mins and it was so laggy/lame/crap".

      I use SL to chat to people, sure I could use an IM client, but quite frankly, I like being able to walk around things that people have created. Yes, theres a lot of crap out there, but theres also some great user content. I also make my own stuff, it gives me a little room to flex my creative muscle and share it too. Sure it can be laggy and crash, but let's not forget our favourite OS (linux of course) hasn't always been a dream to use, and I've been using it for 13 years.

      There are obnoxious people in SL, and yes, obnoxious people use linux too! Shock! Horror! They exist outside of myspace and secondlife.

      I guess my point here is, I don't mind that you don't like it, but there are people here that do, and dare I say it, enjoy logging in and exploring the SL universe. If you logged in for 10 minutes and then logged off you may just have missed out on actually enjoying playing a so called game without needing to frag something.

      Of course, this is Slashdot, where people voice their opinions.

      This was mine.

    13. Re:Does anyone actually use Second Life? by The+Other+White+Meat · · Score: 1

      Second Life: For those who've already failed their first life.

      --

      --- Generation X: The first generation to have SIG lines inferior to their parents... ---
    14. Re:Does anyone actually use Second Life? by jmorris42 · · Score: 5, Insightful

      > in a game primarily used for sexual gratification between human/animal hybrids.

      SL actually has three primary user populations:

      1. Perverts. I.e. people who stick with human avatars to simulate sex in perverted ways with other humans, or more often simulated children.

      2. Furries. Not all furries are perverted, there appears to be a big effort to keep the furry and perverted furrys seperated. The non perverted furries are mentally unbalanced, duh, but want to do furry things with their avatars and construction projects.

      3. Perverted furries. Nuff said.

      I'm still waiting for someone to explain the attraction of SL. Looks like IRC meets the Sims. in that it seems to be a bunch of wankers building virtual homes and text chatting. And they actually PAY to be able to do this.

      --
      Democrat delenda est
    15. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 3, Funny

      If so, why?

      Because it allows me, a 37 year old man, to make real world cash as a female "escort"...

      Don't make a lot of cash, but 20 or 30 bucks a week for occasionally alt-tabbing and typing "ooh, yeah baby, I love it like that." isn't all that bad.

    16. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      Fewer.

    17. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      That cracked me up...
      I'm as dorky and dweeby as anyone, but I never could see the point of Second Life. After building out my avatar and wandering around for a bit, I realized the p0rn was second rate, the graphics were klunky, and I couldn't shoot anyone. I did learn the graphics language and made some cool effects such as a floating eye that followed me around and a circular wall of mirrors that I could conjure with a hotkey..

      Give me a game like Fallout3 and I'm there...

    18. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      Slashdot: For those who refuse to admit defeat.

    19. Re:Does anyone actually use Second Life? by unfunnyguy · · Score: 1

      That's not a bad price. I pay $10 a month so I can have my /. comments occasionally interleaved with gay/scat porn and the occassional link to quality asshole porn. Maybe you could hang out with me on SL for a while at technology conventions pulling goatses?

    20. Re:Does anyone actually use Second Life? by fishbowl · · Score: 2, Interesting

      Live music venue! As a musician, I find it quite an effective outlet because I can create an environment and perform in it.
      Others give feedback, they enjoy it greatly as well.

      --
      -fb Everything not expressly forbidden is now mandatory.
    21. Re:Does anyone actually use Second Life? by fishbowl · · Score: 1

      >If you logged in for 10 minutes and then logged off you may just have missed out on actually enjoying playing a so called game without
      >needing to frag something.

      On the other hand, when people who were in-game on a daily basis for six months or more decide to quit, I do appreciate hearing their reasons.

      It takes weeks or even months before you even discover what the game has to offer. This is not possible to evaluate in "10 minutes", not least because it's not technical stuff, but participation. If you aren't creating something you aren't participating. (But many players are woefully stuck in a "consumer/spectator" mindset, and won't even consider being creative... I just ignore them, which means, yes, I ignore most of the players.)

      --
      -fb Everything not expressly forbidden is now mandatory.
    22. Re:Does anyone actually use Second Life? by Kingrames · · Score: 1

      You do realize that there are furries on Earth?

      Are you posting from the International Space Station? if so, hi.

      --
      If you can read this, I forgot to post anonymously.
    23. Re:Does anyone actually use Second Life? by Skrapion · · Score: 1

      Huh? Are you criticizing the parent for not using alliteration?

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    24. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      Second Life offers no new technology. It's an animated version of Microsoft Chat.

    25. Re:Does anyone actually use Second Life? by bersl2 · · Score: 2, Informative

      No, he's criticizing the parent poster for not using "fewer" instead of "less": where possible, one should use "fewer" with quantifiable nouns.

      For example, "less money", but "fewer coins".

    26. Re:Does anyone actually use Second Life? by Darfeld · · Score: 1

      There is one good thing about grammar Nazis : I'm learning english faster!

      I'm might even say I'm working while reading slashdot, that's cool. Thank you!

      --
      (\__/) This is Lapinator
      (='.'=) copy it in your sig
      (")_(") so it can take over the world
    27. Re:Does anyone actually use Second Life? by hostyle · · Score: 1

      Why yes, the Hitler fetishists of english linguism are our final hope for the saving of humanity from the French! Merci beaucoup, mes ami.

      --
      Caesar si viveret, ad remum dareris.
    28. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      Actually, you need to realize that Harvard and MIT *used* SL (past tense!) in 2005. All the journalists that write about it keep going on about Harvard and MIT using it without checking the current course catalogue.

      The wannabes jump on the bandwagon, especially the marketing professors without knowledge of computing or elearning and say: wonderful, new ways of communicating!

      Actually, just using a chat system in one of the many LMS around will be just as good and put a lot less load on your system.

      Every time I log in (okay, not that often) I have to download a new version, and usually it crashes my Mac OS X. I realize that people who don't normally chat for fun on IRC or so think this is wonderful, but it is disconcerting to be chatting with a furrie and then have it want cybersex from you....

      I'll stick to virtual classrooms that were designed for instruction. The technology that can go wrong in SL is staggering, and there is no added value in my book to using it.

    29. Re:Does anyone actually use Second Life? by hostyle · · Score: 1

      Defeat: for those with de legs.

      --
      Caesar si viveret, ad remum dareris.
    30. Re:Does anyone actually use Second Life? by Darfeld · · Score: 1

      Actually, I've seen some area where it appear who can frag. You just have to search a little bit for them.

      --
      (\__/) This is Lapinator
      (='.'=) copy it in your sig
      (")_(") so it can take over the world
    31. Re:Does anyone actually use Second Life? by nozzo · · Score: 1

      I find it interesting because of the various people I meet online and chat to. They come from all walks of life so there's endless topics of conversation. My highlights are the NASA museum and Open University campus. (oh ok I like the pole dancing club - there I've said it)

    32. Re:Does anyone actually use Second Life? by Kreigaffe · · Score: 1

      Don't forget, it also offers flying cocks.

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    33. Re:Does anyone actually use Second Life? by CFBMoo1 · · Score: 1

      I did that with Active Worlds back in the day. That was fun to do but the thing I noticed over time is a lot of junk gets put out there.

      Once in a while I take the free AW client and go visit my old constructions. It's very odd to see the ghost town they've become. But kind of exciting in a strange way.

      For me that "Building Bug" came to fruition when I got a hold of Neverwinter Nights 1. I loved building modules in there and working with the scripting language. It wasn't perfect, but I had total control over my worlds and I loved that. It was also easy to give stuff to other people too.

      I had a nice following for my old open vault character scanner. Moo Filter was fun to make and spring on the less savory players of NWN.

      --
      ~~ Behold the flying cow with a rail gun! ~~
    34. Re:Does anyone actually use Second Life? by biovoid · · Score: 1

      You've just described the internet, except in that case the tools to create said art are the best available and the service is, well, as fast as your connection. Second Life as a means to create and distribute art is a novelty at best.

    35. Re:Does anyone actually use Second Life? by Lodragandraoidh · · Score: 1

      I wish more folks would activate their sound/microphones. It is much easier to chat via voice than to try to keep up with 20 people typing away...and with voice I don't even have to be looking at the screen to respond.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    36. Re:Does anyone actually use Second Life? by Des+Herriott · · Score: 2, Funny

      amis

    37. Re:Does anyone actually use Second Life? by skrowl · · Score: 1

      You'd be surprised.

      --

      Prevent linux based DDOS's!
      http://linux.denialofservice.org/
    38. Re:Does anyone actually use Second Life? by AioKits · · Score: 1

      Thanks or the broad over generalization of the populations of second life.

      To be fair, each group has it's mentally unbalanced perverts. You should see half the stuff the groups claiming to be part of anonymous do in there. And so far as non perverted furries being mentally unbalanced, let me give a nice hearty 'fuck you' from all us mentally unbalanced non-perverts.

      The big problem with SL's populations is that, as you've noted in a non direct way, sex sells. And SL sells a lot of sex. Not going to deny that. If you log in and sex is all you see, then it was probably what you expected/wanted to see, so stop yer bitchin. If you want to see some of the fun stuff happening in SL, check out this place: http://sl.nmc.org/

      What's the appeal of SL? Well, I imagine most people come for the hopes of cranking out a quick one to pixels. I go cause my friends hang out there, we build the occassional 'thing' or play with the scripting language or sit back and throw up funny stuff from 4chan or 420chan or any of the chans really and have a good laugh while BSing.

      Don't like it? Don't visit. Very simple.

      --
      "Quote me as saying I was mis-quoted." -Groucho Marx
    39. Re:Does anyone actually use Second Life? by christ,+jesus+H · · Score: 1

      One problem is its considered a "game" by the general populous. When they log in and find there is no actual "game" there, they feel a little cheated. I think this has been a large part of Seconds Life's reputation as a vast nothingness.

      --
      Ohh spiteful one tell me who to smote and he shall be smolten!
    40. Re:Does anyone actually use Second Life? by BForrester · · Score: 1

      1. Perverts.

      2. Furries.

      3. Perverted furries.

      I'm still waiting for someone to explain the attraction of SL.

      I refer you back to your list above.

    41. Re:Does anyone actually use Second Life? by Reapy · · Score: 2, Interesting

      What happened to Slashdot that this was modded insightful and not funny?

      Seriously?

      Why is everybody ripping on sl? Does nobody appreciate the "geek" factor of what it is? I keep up on news for it because the idea of it is awesome. A metaverse? A 3d browser? A place where someone can define a virtual world for me to walk around in? A place where I can go see a vision of people's ideal places to live? I can look at how people would portray themselves given no constraints (other then what content providers have made).

      Sure, there are limitations, sure there is a metric ton of BAD content, but SL Works(TM). I can get in it for free, and do most everything except keep my shit on the ground 24-7.

      I don't know why everybody is so hung up on what some of the user bases is doing there and not the potential that SL is. I mean seriously, is there ANYTHING like sl even in development? Croquet? I guess?

      There is nothing in existence quite like it, and I find that reason enough to check beck every few months and see what they are doing.

      And now open source simulator? Awesome, i was expecting Open SL Client or something, not a server!

      As soon as they smooth out the server a bit with more dev time, I'm going to install and run one on my other computer. Then I'll spend time making random ass artificial life creatures that run around and do random shit.

      You know, like that island Svarga in secondlife that has its own eco system programmed in by one guy where there are pollinating bees, clouds, plantlife growing in specific area, all in a closed system..

      Or the fish, the one who created schools of fish that evolve certain genetic dispositions as they breed over time, flocking together and running from predators that also sustain themselves on the schools of fish.

      While i'm at it, have you seen the giant cube that is a building with 4 dimmensions? Your buddy sits in one room, you walk left 4 times and come in the right side of the cube. You walk up or down, you eventually walk into the room upside down on some stairs.

      There is shit like this all over secondlife. So why? What is the purpose of all this? Because its fucking geeky and fun. I can't belive NOBODY on this "NEWS FOR NERDS" is going to sit there like a bunch of football jocks and make fun of secondlife.

      Seriously, why don't you stop posting on slashdot and do something cool like posting on your tech blog about how you were shocked and disgusted to find out that people like something different then you. (Ha you thought i'd say "go watch a football game, fooled you).

    42. Re:Does anyone actually use Second Life? by Lord+Lode · · Score: 1

      Well, I've played SL for more than 10 minutes - to be precise, 2 days. Then, me too got bored of it, due to lack of ability to gain XP by slaying monsters. SL is not for everyone, but I won't label the users of it furries and perverts at least.

    43. Re:Does anyone actually use Second Life? by hostyle · · Score: 1

      grammaire nazis!

      --
      Caesar si viveret, ad remum dareris.
    44. Re:Does anyone actually use Second Life? by smellsofbikes · · Score: 2, Interesting

      Personally, I like SL because people can build beautiful artwork -- reproductions of 1850's-era Japanese teahouses, for instance -- that I can wander through without having to, y'know, fly to Japan.

      It's also nice that since I've assiduously ignored all the morons and loudmouths and hung out patiently, I've met and become friends with a mechanical engineer who teaches computational flow dynamics and who answers lots of questions; a DJ who has great taste in music and has introduced me to a dozen bands I would never have heard of; the bass player for a punk rock band that I've now gotten to see play live; and someone who is building his own plane (which I plan to do) and can show me, with SL models, what he's having problems with construction-wise with his RL plane. Again, without having to fly to California or Iowa or Georgia or Florida.

      It is vaguely possible I could have met all those people in various places online, if I had the patience and tenacity to go looking. On SL I didn't have to: I just kept hanging out and they met me.

      And, by the way, I've never paid a dime to use SL. Why would I? That's stupid. It's free if you don't want to 'own' a piece of 'land', whatever THAT means.

      --
      Nostalgia's not what it used to be.
    45. Re:Does anyone actually use Second Life? by nevermore94 · · Score: 1

      Somebody mod this up. Never have points when I need them. SL is full of awesome possibilities (and yes, there are some freaks as well). The point is that you will find what you are looking for there. If you go looking for freaks you will find them. But, if you really go to explore the creative potential that SL offers you will find that as well. There are some beautiful builds, inventive AI, and lots of fun scripting/building possibilities available in SL.

      --
      Nevermore.
    46. Re:Does anyone actually use Second Life? by anomalous+cohort · · Score: 1

      This was modded as insightful? You've got to be kidding. Yes, I'm sure that there are plenty of people on SL who are just looking for the 3D MMORPG version of phone sex. However, there are also plenty of people who are just sharing their non-perverted hobbies and interests in a 3D version of the web where you can text chat with the other surfers who are currently at the same page that you are at. I have blogged on this.

    47. Re:Does anyone actually use Second Life? by g0bshiTe · · Score: 1

      Let's not forget NASA, how many of us will ever stand on the precipice of the Victoria Crater? http://colab.arc.nasa.gov/viccrater

      --
      I am Bennett Haselton! I am Bennett Haselton!
    48. Re:Does anyone actually use Second Life? by Anonymous Coward · · Score: 0

      I have noticed that most people's criticisms of the 'perverted furries' involves their participation in gay TS or their enjoyment of erotic gay furry art. I can only shake my head that so many people seem to be willing to accept furries - as long as they aren't being gay about it. It is a thinly veiled homophobia only made palatable by the excuse that is directed at a particular, fringe subculture.

    49. Re:Does anyone actually use Second Life? by skotte · · Score: 1

      well spoken sir or madam. Someone should mod you up. I fFeel appropriately chastised. You have moved me to reconsider the thing fFor what it is. I still don't think I'll get into the scripting, myself, and I maintain SL has a lot of problems -- but then again my fFirst life isn't all perfect either :)

      Is there a way to fFind cool places and go there quickly? I tend to wander the wastelands seeking something worth my time, and usually come up empty.

    50. Re:Does anyone actually use Second Life? by WNight · · Score: 1

      SL the 3d environment could be cool.

      But SL the life replacement... People who spend real money on models/skins for their characters... People who panic about CopyBot because then people won't have to buy skins... People who buy houses, for characters that stop existing when you log off...

      Just like Lambda MOO was cool, but the person who "got raped" in it was a thorough loser. Log off if you don't enjoy the game. Ignore people who don't wish to speak to. But instead they whine until they get the support of more people like them, then pass a ton of restrictive rules turning it into My Little Pony - Tea Time for People with Weak Hearts.

      At that, the open-sourcing of SL is the only way it'll not be a corporate hell-hole of IRC-with-pictures lamers.

    51. Re:Does anyone actually use Second Life? by VoyagerRadio · · Score: 1

      Regarding your sig: There is actually a product called Lapinator, did you know that? Is it what you were referring to? Got one myself; it works great.

      --
      Harold
    52. Re:Does anyone actually use Second Life? by Darfeld · · Score: 1

      No, I was referring to the bunny in my sig.

      --
      (\__/) This is Lapinator
      (='.'=) copy it in your sig
      (")_(") so it can take over the world
  2. I dunno by commodoresloat · · Score: 3, Funny

    I'm still working on my first one here. But I hear you can install a feline module to get 8 more.

  3. Second Life? by Anonymous Coward · · Score: 1

    Does anyone care? I tried it for about 10 minutes but it was so very laggy, once I got past the lag (which I was told was 'normal) I was solidly bored.

  4. My biggest problem with Second Life... by FlyingSquidStudios · · Score: 1

    and I don't know if open sourcing it will fix it- is when the graphics are slow to load, there are no placeholders for walls, doors, etc. so I am constantly walking into them. That alone would make the SL experience far, far better. Is that something this new open sourcing would make possible?

    1. Re:My biggest problem with Second Life... by TornCityVenz · · Score: 2, Informative

      you might try different regions. I've found the building standards in some sims are far lower than others..Also some regions are laggyier than others, Primary due to uneeded topheavy scripts running or extreamly high primative counts. While it takes a minute or two to fully rez a good sim, once your in things run pretty smooth. True I am running a system that was built from the ground up for FPS gamming. If you on a out of the box home class Dell your results may vary. Also people tend to want to set their banwidth settings to high. Even with cable a setting of 500 seems to give the best results.

      --
      I Need someone to rebuild a Digitech Digital Delay pedal for me....for me...for me...for me.
    2. Re:My biggest problem with Second Life... by Khyber · · Score: 1

      "Also some regions are laggyier than others, Primary due to uneeded topheavy scripts running or extreamly high primative counts."

      Nope. more often than not it's multiple sims running on an underpowered server. Most people buy the cheap-o option which is like a quad-core opteron with 24 other sims running on it.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    3. Re:My biggest problem with Second Life... by trauma · · Score: 3, Interesting

      "Nope. more often than not it's multiple sims running on an underpowered server. Most people buy the cheap-o option which is like a quad-core opteron with 24 other sims running on it.

      Umm, you have no idea what you're talking about. There is no "cheap-o option" if you want to connect to the SL grid - currently all server space on the main grid is leased directly from Linden Lab and each simulator has a processor core dedicated to it and runs on an individual server instance. Running Debian IIRC.

      Parent is absolutely right - a big reason SL has such inconsistent performance from sim to sim is that many of the builds are NOT done by professionals with performance in mind, and use needlessly costly scripts and high numbers of visible prims. Even more so, people will use insanely large numbers of insanely hi-rez textures, which not only adds download time but also works video cards much harder than a proper game does just in terms of shuffling gigabytes of texture data back and forth.

    4. Re:My biggest problem with Second Life... by Anonymous Coward · · Score: 0

      So SL is like myspace?

    5. Re:My biggest problem with Second Life... by cruachan · · Score: 1

      Not quite. The poster is refering to OpenSpace sims, which do run four to a processor (as opposed to normal sims of 1 per processor). These come with less than 1/4 of the usual prim allocation and are apparently intended to be for light personal use or 'open landscape' type sims. However I don't think this is a common cause of lag as you can only buy an openspace sim if you already have a normal one and they are relatively unusual still.

    6. Re:My biggest problem with Second Life... by trauma · · Score: 1

      You're right, I forgot about OpenSpace sims. Sorry for the slam Khyber. Someone mod me back down haha. But yeah, in my experience laggy sims are still generally about poor use of textures and extremely prim-heavy builds (neglecting those cases where for some reason the sim just happens to be chock-full of people at that moment). Script performance is a real variable but it doesn't show up in what most people would regard "lag".

  5. Other servers won't matter by Todd+Knarr · · Score: 3, Insightful

    One glitch in the summary: it don't work that way. Being able to have your own SL server doesn't get you access to Linden's grid. And that's what people want: to be on the grid with everybody else they know. If most of their friends are on the Linden grid, they'll want to be on it too and not off in some alternate grid where their friends aren't. And any alternate servers will have to get past the hurdle of establishing a big enough community to attract people or they won't last long.

    It's MUCKs all over again. SL has better graphics and a different programming language, but at it's heart it's a MUCK and MUCK social dynamics applies.

    1. Re:Other servers won't matter by peipas · · Score: 3, Insightful

      I reckon if Linden's servers cost money and other servers don't, other servers will matter fairly quickly.

    2. Re:Other servers won't matter by TornCityVenz · · Score: 2, Informative

      Lindens servers don't cost money though, Not unless you looking to own land. If your looking to run a specialized Sim I could easily see poeple renting some billboard room on the linden grid directing interested parties to an "off grid" server. Certainly if the ease to connect to these servers is there it will happen.

      --
      I Need someone to rebuild a Digitech Digital Delay pedal for me....for me...for me...for me.
    3. Re:Other servers won't matter by goodmanj · · Score: 4, Insightful

      Metcalfe's Law: the value of a network is proportional to the square of the number of users.

      Google's Law (which I just made up): the cost to run a network increases much less steeply than that.

      Linden's servers cost money, but their value is much much greater than your brother Ted's private server which he lets you on for free. That's because there's the potential for hot cybersex on Linden's server, but Ted's server has nobody but Ted, and ... ew.

      If Ted's private server gets enough people on it that hot cyber becomes a possibility, he's going to have to pay for it somehow... and then it's no longer a free server.

    4. Re:Other servers won't matter by Lehk228 · · Score: 2, Interesting

      if the free servers set up some way of portaling to and from each other, even if it isn't a continuous world, perhapse more like zone lines in everquest, they could easily grow to rival the official world, especially with unrestricted content (other than that which is illegal) on private servers

      --
      Snowden and Manning are heroes.
    5. Re:Other servers won't matter by vertinox · · Score: 3, Insightful

      Being able to have your own SL server doesn't get you access to Linden's grid. And that's what people want: to be on the grid with everybody else they know.

      You could link the non-linden grids together so you can jump from one to another or at least communicate between servers or even patch the linden client so that jumping between Linden and non-Linden without trouble.

      You could go as far as to have the ability (with a patched Linden client) to receive messages from people on 3rd party servers.

      Suffice to say, for those more concerned about free real estate rather than chatting, it would be logical that people could create their own servers and just have URLs linking them so that you could just look them up in the open DNS and you can pop on their web server and look at whatever they've got going on as well as whoever else happens to be there as well.

      Imagine is Slashdot ran their own open source SL server where we could all stand around and post comments... Actually maybe that isn't the best mental image.

      Still, the idea of a 3d world without centralization is pretty nifty. Kind of like the old world wide web.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    6. Re:Other servers won't matter by Todd+Knarr · · Score: 1

      And there's one of the rubs: it's not just connecting to those servers. It's all the avatar appearance and clothing and objects you own and places you've built. If those don't move transparently, then it becomes a huge headache for users to maintain multiple virtual existences. And they likely won't move transparently.

    7. Re:Other servers won't matter by VoyagerRadio · · Score: 1

      I agree with you -- Second Life is, in the most general sense, free. But *everything* costs something, and so users are deluged with advertisements in Second Life, just like anywhere else. Billboards everywhere, corporation's names in the Search menus of the Second Life client app. Perhaps some of these smaller, low-cost metaverses will provide ad-free environments for those willing to pay enough? Course, that'd be a rather elite (and IMO, probably a very dull) group...

      --
      Harold
    8. Re:Other servers won't matter by jejones · · Score: 1

      Well... there are some controversial things that Linden Lab has done, e.g. the notorious statement about what is "broadly offensive", or restraining everyone on SL because of laws in a country where SL wants a presence--that may well drive a sufficient number of people to alternate grids.

    9. Re:Other servers won't matter by Gwala · · Score: 2, Informative

      There's actually a few alternative grids with a reasonable number of users.

      osgrid.org is one of them, and is run on sponsored hardware (disclaimer: my company helps in sponsoring boxes for it), it's free to use and has a reasonable amount of content appearing.

      --
      #!/bin/csh cat $0
    10. Re:Other servers won't matter by merreborn · · Score: 2, Informative

      One glitch in the summary: it don't work that way. Being able to have your own SL server doesn't get you access to Linden's grid. And that's what people want: to be on the grid with everybody else they know

      There's some truth to that, but with the hundreds of third-party Ragnarok Online servers out there, it's pretty clear that there are plenty of people who are perfectly happy to be "off the grid".

      RO, for those unfamiliar with it, is a relatively unremarkable Korean MMORPG. Someone wrote a server emulator, and it spread like wildfire. The slashdot crowd may be more familiar with this in the form of Ultimate Online shards

      You're right, people do want community, but by and large, many are satisfied with, or even prefer, smaller communities, the likes of which can be found on 'private servers' or 'shards'.

      If anything, SL is *more* susceptible to this problem, as the main game world doesn't really have anything scarce that can't be had on a shard.

    11. Re:Other servers won't matter by jmorris42 · · Score: 1

      > It's all the avatar appearance and clothing and objects you own
      > and places you've built.

      Nah, having the places be fixed isn't that bad. Not being able to move your avatar would be close to fatal but since the client has to pretty much have that stored within it is only a matter of someone adding a way to save all of the details and get it recreated on another server.

      Objects will require some sort of central repository for portable objects because they can be scripted and the scripts stay on the server. But once the notion of world hopping becomes established any objects not being kept in artificial scarcity (i.e. sold) will migrate to whatever portable object format ends up becoming the standard.

      Those are solvable. Portability of the Linden is a whole other kettle of fish. And that is where Linden sees longterm profits, in being bankers to the virtual universe. Not sure if they have realized yet they will need to be able to serve a multiverse and become so established that they become the next PayPal if they hope to prosper.

      --
      Democrat delenda est
    12. Re:Other servers won't matter by fishbowl · · Score: 1

      People seem to not realize just *how much* Linden sims cost. There is a $1600 US setup fee, and a $295 US charge *per month* for a standard sim. I know of one group who has 44 of these (!). There are dealerships selling Eurpoean sedans with lower overhead.

      --
      -fb Everything not expressly forbidden is now mandatory.
    13. Re:Other servers won't matter by CronoCloud · · Score: 1

      I know of one group who has 44 of these (!).

      Caledon you mean?

    14. Re:Other servers won't matter by eggstasy · · Score: 1

      Firstly, your prices are outdated, it's only $1000 these days.
      Secondly, Second Life has been in development for almost ten years, and is distributed free of charge.
      You seem to not realize that Linden Lab has over 200 employees. Someone has to pay for the software development.

    15. Re:Other servers won't matter by TheSeer2 · · Score: 1

      It hasn't worked with WoW.

    16. Re:Other servers won't matter by whereiswaldo · · Score: 1

      Interesting. But where does peer-to-peer technology fit in?

    17. Re:Other servers won't matter by fishbowl · · Score: 1

      >Caledon you mean?

      Them too, but no. Elf Spirit Lands, and also a banking / retail conglomerate that I have NO idea how they make ends meet.

      --
      -fb Everything not expressly forbidden is now mandatory.
    18. Re:Other servers won't matter by fishbowl · · Score: 1

      >Firstly, your prices are outdated, it's only $1000 these days.

      Yes, extremely recent development.

      >You seem to not realize that Linden Lab has over 200 employees.

      I know a lot more about Linden Labs than I let on publicly.

      I understand the economics as a service -- I don't understand how it works out for the users -- I see a lot of denial, and people pouring money into it. I look and do not find a lot of stories about positive returns.

      --
      -fb Everything not expressly forbidden is now mandatory.
    19. Re:Other servers won't matter by Anonymous Coward · · Score: 0

      And there's one of the rubs: it's not just connecting to those servers. It's all the avatar appearance and clothing and objects you own and places you've built. If those don't move transparently, then it becomes a huge headache for users to maintain multiple virtual existences. And they likely won't move transparently.

      Places you've built don't matter as that remains n whicever serer you built them on... Its not about recreating the LL grid to other servers, just allowing you to go to different locations between them

    20. Re:Other servers won't matter by eggstasy · · Score: 2, Interesting

      Well, as someone who actually runs a content development business, I can easily explain the returns to you.
      Second Life is great for Direct Marketing - users show very high levels of engagement. These days, brand managers are increasingly realizing that the $50,000 30-second spot is dead.

      Advertising is a lot like teaching - you have a message to convey, and you want people to get it right, and to take their time. Buying a slot of time on TV supposedly gets to a lot of people, but less and less people actually watch TV. The average TV watcher is 50. The average SL user is 30. Internet is picking up where TV left off, so Internet marketing becomes more and more important.

      Apart from that, TV time is too expensive. Television networks are expensive because they pay a lot for content. Second Life relies mostly on User Generated Content, so it's cheaper. You get rid of a middleman, sort of. You still have a (much cheaper) infrastructural middleman - Linden Lab - and of course you have a content / promotional team. But you can talk to people directly, and it's a far more personal and interesting experience than raw text IMs or emails.

      If you try to directly engage a consumer out on the street, they're going somewhere or just distracted, thinking about their own lives, you generally do not want to talk to salespeople on the street. In Second Life, people are there because they're bored, they have some free time and want to meet other people, or share fun experiences with others.

      A corporate-sponsored event can be a lot more entertaining than an amateur event. A single person will usually not build a whole sim and design/code up a companion website where people can have a fashion contest and submit their entries. We successfully reached about 75% of the target audience with one such event, and registered a total interaction time of 6 hours per person per week. That's like getting people to voluntarily watch 720 TV commercials a week! A banner ad usually only has a clickthrough rate of 0.1% at most.

      You couldn't do this on the web - there's no associated identity, so no fashion contest. You couldn't do this IRL - too much trouble to actually dress up and go somewhere, plus people are way too shy for that. Hence, Second Life!

      We also had a little Viral Marketing experiment, which was also wildly successful. On the web, you don't really have an integrated micropayments system. In Second Life, with the L$, you can have automated systems that instantly reward people for spreading leaflets. We ran out of money really fast, and will try to do something like that but with 10x more money soon :)

      We additionally use Second Life for meetings, recruitment and training. It's fairly easy to see how a lot of flights cost more than $1000, and you don't even need a whole sim. With the current oil madness, telepresence becomes more important and cost-effective. Academic research has demonstrated much higher levels of attention and message retention for students/trainees that took their classes in Second Life over the control group. It's a lot cheaper to organize a virtual recruitment party than to rent a hotel conference room and hire a catering service. Etc. :P

    21. Re:Other servers won't matter by KlaymenDK · · Score: 1

      Todd Knarr (15451):

      Being able to have your own SL server doesn't get you access to Linden's grid. And that's what people want: to be on the grid with everybody else they know.

      For all its other issues, this is the #1 reason I don't like SL. And, it's the #1 reason I don't understand why so many companies jumped on this. Seriously, would you run your intranet on your own hardware rather than someone else's? Would you want to (at least *be able to*) run your personal web site on your own private hardware? I would. But hey, I'm a privacy nut and I know it.

      vertinox (846076):

      You could link the non-linden grids together so you can jump from one to another or at least communicate between servers or even patch the linden client so that jumping between Linden and non-Linden without trouble.

      I don't think you can do that; I suspect the SL server code expects to run in data center clusters, not distributed like the Internet. In that regard, the obvious choice should have been something like Multiverse or Solipsis rather than Second Life.

    22. Re:Other servers won't matter by Anonymous Coward · · Score: 0

      "Still the idea of a 3d world without centralization is pretty nifty."

      Yep, I second this. It reminds me a bit of Snow Crash...

    23. Re:Other servers won't matter by fishbowl · · Score: 1

      Um... I realize that people are using the Linden grid in a cost-neutral way, such as the things you describe.
      Those aren't the people I'm concerned about.

      --
      -fb Everything not expressly forbidden is now mandatory.
  6. obligatory: by martinw89 · · Score: 4, Funny
  7. Certainly not a first... by Anonymous Coward · · Score: 0

    Text MUDs were doing this about 17 years ago. (See: UberMUD).

    How is simply teleporting a default avatar any different than what was already done, so very long ago? How can they call this a "first"?

    1. Re:Certainly not a first... by markov_chain · · Score: 1

      Yeah, really. My 2 cents: there is a function in our lpc-based mudlib called when a player dies, which takes away some experience, prints some messages, writes to appropriate logs, etc. Its name is second_life().

      --
      Tsunami -- You can't bring a good wave down!
  8. What's really going on... by gmezero · · Score: 5, Interesting

    The reality is far from what the submitter is claiming. Open sim has always used the SL client for access, and there are no plans for anytime in the future to allow people to transfer content on/off the SL grid to an Open Sim system.

    The IBM test involved a single OpenSim setup where bridge software IBM is working (with Sun) allowed a person to exit SL, and simultaneously login to a OpenSim system. NOTHING was transfered, the avatar shows up in OpenSim in Ruth form.

    Linden Labs has clarified that this was a proof of concept test, and that they would like to expand it in the future, but those goals are a good bit off.

    What IBM and Sun are working on is a handshake/system protocol for a transient user ID which online systems will recognize and auto negotiate log-in, and if you don't have an account, make you a default account on the new system. eg, you cross over from SL to WOW and if you don't have a WOW account, you start out in a default configuration based on some personality preferences you have preset.

    Calm down people, nothing to see here, move along.

    1. Re:What's really going on... by Anonymous Coward · · Score: 0

      That's hardly nothing.

    2. Re:What's really going on... by Gwala · · Score: 1

      Actually, that's not true -

      One of the goals of the Architecture Working Group (which has members from IBM, OpenSim, Linden Lab, and others) is working on the inter operable protocols for removing centralization from the infrastructure (so it's more like IP: anyone can connect to anyone)

      This test was a test of the first draft of the teleport mechanism defined by the AWG standard.

      Link to the AWG group: here

      --
      #!/bin/csh cat $0
    3. Re:What's really going on... by gmezero · · Score: 1

      Nothing for the common user. I should have been more specific.

    4. Re:What's really going on... by gmezero · · Score: 1

      Yes, but the IBM project that this is related to is more about Virtual Worlds in general. The SL effort is low-hanging fruit because they already have a sizable commitment to both SL and OpenSim running internally, but the end goal is to develop a protocol for all Virtual Worlds to recognize.

    5. Re:What's really going on... by CronoCloud · · Score: 1

      Ruth? The old Ruth or the new cloud thing?

    6. Re:What's really going on... by husemann · · Score: 1

      just to put the record straight: the opensim--linden lab interop was done as a proof of concept by colleagues from IBM and Linden Lab. the OpenSim patch (http://opensimulator.org/mantis/view.php?id=1696) was done by Zha Ewry of IBM Research.

      Sun was not really involved in all of that.

    7. Re:What's really going on... by Anonymous Coward · · Score: 0

      The cloud is a client-side effect. Ruth still makes appearances in the production viewer AFAIK, it's just the betas (RCs) that have the cloud-instead-of-Ruthed-avatar. And that happens because the avatar's shape is lost on the way from the asset servers. So yes, Ruth, or whatever the default shape for an avatar is on the viewer/server combo in question.

  9. This may all end in tears... by Mal-2 · · Score: 1

    If people can run their own servers, perhaps Linden will be more inclined to shout down the "undesirables", such as the BDSM and Dolcett clubs, telling them "you can run your own damn server, get off of ours". While that may not be so bad in the short term as the existing users migrate, it would be bad for their sustainability as other people who might be so inclined can no longer find them over the SL servers.

    And who is to say when YOU will be one of the "undesirables"?

    Mal-2

    --
    How is the Riemann zeta function like Trump rallies? Both have an endless number of trivial zeros.
    1. Re:This may all end in tears... by Samantha+Wright · · Score: 2, Interesting

      Not likely. Keep in mind that Linden makes a profit off all transactions, and that fetish communities tend to involve a lot of obscure props in order to live up to their convincingness. Linden Labs is way too Libertarian to start developing any kind of paternalist tendencies, sort of like how ISPs should be.

      --
      Bio questions? Ask me to start a Q&A journal. Computer analogies available for most topics!
    2. Re:This may all end in tears... by spydabyte · · Score: 1

      Not really, as mentioned before, it's all about the server content. Why turn anyone away? Sure it doesn't look good, but most technology companies profit from non-PC aspects they'd rather dust under a rug.

    3. Re:This may all end in tears... by VoyagerRadio · · Score: 1

      They *did* get rid of the casinos, though, didn't they? And casinos was a significant source of funding for Linden Labs, wasn't it?

      --
      Harold
    4. Re:This may all end in tears... by jandrese · · Score: 1

      Does LL even consider those activities "undesirable"? From what I've seen, the only thing they dislike is people ignoring the age ratings of the region they are in or crashing the server.

      --

      I read the internet for the articles.
    5. Re:This may all end in tears... by ozbird · · Score: 1

      I think you'll find the more likely scenario is Linden Labs will stand up a special server, b-ark.secondlife.com, for both users that want an "undesirable"-free SL experience and the rest of the population can get on with whatever it was they were doing.

      For all the media hype about flying penises and furry sex, you have to go out of your way to actually find any. Maybe if you stopped searching for "BDSM" and "Dolcett" (whatever that is - an Italian motor scooter?), the "problem" would solve itself.

    6. Re:This may all end in tears... by Erbo · · Score: 1

      I wrote something about this recently where I came to the same conclusion: The Coming Disneyfication of Second Life

      --
      Be who you are...and be it in style!
    7. Re:This may all end in tears... by Samantha+Wright · · Score: 1

      I'm pretty sure that's because, like child porn, forms of online gambling not dependent on skill are illegal in the United States, where the Linden servers are hosted, and until recently, online gambling was not legal at all: http://en.wikipedia.org/wiki/Online_gambling#United_States

      --
      Bio questions? Ask me to start a Q&A journal. Computer analogies available for most topics!
    8. Re:This may all end in tears... by isomeme · · Score: 1

      LL's caught in the same bind Las Vegas got itself into a few years ago. For years, Vegas was the glitzy-slease capital of the world; people went there to sin and have a good time doing it. Then some bright marketing person decided they should market to families, too. Trouble is, you can't have Sin City and Disneyland superimposed without annoying both audiences. Recently, Vegas bought a clue, as evidenced by the sudden shift to the "What happens in Vegas stays in Vegas" ad campaign.

      SL desperately wants to be "mainstream", with wholesome people going to wholesome corporate outpost, all suitable for wooing bigger corporate investment. But the bulk of SL's users go there to have kinky, violent, socially unacceptable, scare-the-normals fun. LL wants the latter group's money, but would prefer they'd stay off-camera. As in the Vegas case, this is annoying both the weirdos and the normals.

      --
      When all you have is a hammer, everything looks like a skull.
    9. Re:This may all end in tears... by vyrus128 · · Score: 1
      BDSM and Dolcett clubs

      Completely offtopic, I find it strange that I had to go to the Spanish Wikipedia to find information about Dolcett, because the English article was speedied in 2007, apparently after some argument (though of course it's impossible to tell.)

    10. Re:This may all end in tears... by Cro+Magnon · · Score: 1

      BDSM clubs are undesirable? I thought that was the whole point of SL. That and furries.

      --
      Slow down, cowboy! It has been 4 hours since you last posted. You must wait another few hours.
    11. Re:This may all end in tears... by VoyagerRadio · · Score: 1

      Honestly, it *was* kind of a bother to have to filter through all the casino listings when searching for a new place to visit. They seemed to have taken over Second Life, don't you agree? I don't miss them one bit. (Well, a little.)

      --
      Harold
  10. Will Linden Labs Cannibalize their own Profit? by VoyagerRadio · · Score: 1

    Linden Labs has kept to many of their promises to users -- for example, allowing users to build and then retain the objects they create in Second Life. After all, without the users doing all this building, there wouldn't be a Second Life (or at least one worth visiting). Linden Labs has also promised -- or at least, expressed on many occasions -- a commitment to open-operability, and this is being demonstrated with their experiments with IBM and OpenSim. Yet wouldn't they be potentially cannibalizing their profits by actually *releasing* this feature to users? I mean, if users can transport their avatars and all of their assets from Second Life to other metaverses, they'll lose users. At the same time, it can be argued that this very commitment to open-operability will attract more users in much the same way that other proprietary software/service developers attract more users once they "open up" a portion of their services. (Read: Sun.) What do you think?

    --
    Harold
  11. Resources by KalvinB · · Score: 3, Insightful

    Running MMOs can take a lot of resources depending on what kind of functionality you want to provide. While in theory "anyone" could run their own server, logistically it won't happen.

    And that's of course on top of the whole community issue. There needs to be enough flexibility so that my server has something different to offer than their server.

    1. Re:Resources by vertinox · · Score: 1

      Running MMOs can take a lot of resources depending on what kind of functionality you want to provide. While in theory "anyone" could run their own server, logistically it won't happen.

      People their own 50+ player count gaming server all the time. They tend to be FPS games or Ultima "Offline" servers, but the technology is there for those who want to pay for the bandwidth and CPU cycles.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Resources by AlexMax2742 · · Score: 1

      Exactly. If Linden Labs has such trouble keeping their own grid up, what hope do us mere mortals have?

      --
      I'm the guy with the unpopular opinion
    3. Re:Resources by White+Flame · · Score: 1

      Which is why server interoperability is so critical. If everybody can serve their own _piece_ of the world, and interconnect these, then unless you get the equivalent of Slashdotted, everything chugs right along.

    4. Re:Resources by eggstasy · · Score: 1

      Second Life is fundamentally different from other client-server gaming architectures.
      For starters, the server is not a stand-alone application. The backend consists of a wide variety of servers, namely, all content is centrally stored on an Apache cluster, there's a MySQL cluster for metadata, there's a server just for message routing and topographical server adjacency, and the actual physical simulator which is a fairly heavy application.
      It's not possible to simply run a batch file with the server and the client executables, and it would likely take more than one computer, possibly three. The simulator is not designed with concurrency in mind, it does not tolerate multitasking or disk access very well. If you expect a smooth experience, you will probably have to run the simulator, client and support systems in three different computers. That's not unheard of, but certainly more than the average luser has lying around, and it will probably be a bit daunting to configure all of that :)

  12. MySpace 3D by halsver · · Score: 4, Funny

    Coming soon to a tacky interweb near you!

    --
    Roughly half my comments are never submitted. You may be reading the better half...
  13. future of virtual worlds by lymond01 · · Score: 1

    After seeing Wall-E, I'm thinking we need to make sure virtual worlds remain only a tool to cross distances and not the destination in itself. It can save on gas and enable us to live and learn in distant locations, but the idea of Virtual living is the beginning of a downward spiral.

    1. Re:future of virtual worlds by JesseMcDonald · · Score: 1

      1) Wall-E had nothing to do with virtual worlds.

      2) One shouldn't base real-world hopes or fears on unrealistic movie plot elements.

      --
      "The state is that great fiction by which everyone tries to live at the expense of everyone else." - Bastiat
    2. Re:future of virtual worlds by lymond01 · · Score: 1

      1) Wall-E had nothing to do with virtual worlds.

      Err...did you see the movie? People were so wrapped up in their video-fed lives they didn't even know there was a pool or, in fact, that they were using their "monitor" to talk to the person right next to them on their "virtual vacation".

      2) One shouldn't base real-world hopes or fears on unrealistic movie plot elements.

      I wake up, shower, sit to check my email and news at home on the laptop, sit to drive to work, sit at work staring at my monitor, sit to drive home, sit to eat dinner, showcase my mad tennis skillz for 2 hours, sit and watch TV or use the computer until I lie down to go to sleep.

      I think I'm only one-and-a-half activities away from the humans in Wall-E. Unrealistic indeed.

    3. Re:future of virtual worlds by JesseMcDonald · · Score: 1

      Err...did you see the movie?

      I did see the movie. The humans were not immersed in virtual worlds; video-conferencing is not VR. There was nothing to suggest that they were involved in a three-dimensional interactive environment like SL. Unless you want to consider any kind of live conversation -- e.g. talking on the telephone -- a "virtual world"?

      I think I'm only one-and-a-half activities away from the humans in Wall-E. Unrealistic indeed.

      I wasn't referring to mere lack of physical activity, although that part was also difficult to believe. I was referring to the complete absence of creativity and curiosity, and the way that the members of this society inexplicably failed to adjust their plans when their 5-year "vacation" mutated into a 700-year generational voyage. The first-generation passengers and crew could not have been unaware of the inevitable consequences of such prolonged purposelessness.

      The "human" characters in the story, both on the ship and earlier, on Earth, acted more like mindless automatons than real human beings. That's fine, because the movie isn't really about them; it's about Wall-E and Eve. The plot essentially presumes that the human race takes the least rational choice at every opportunity, though, and that I find incredibly unrealistic.

      --
      "The state is that great fiction by which everyone tries to live at the expense of everyone else." - Bastiat
  14. I don't get the virtual world stuff by Adult+film+producer · · Score: 1, Insightful

    I tried second life but the physics are anything but real (flying through the air, walking through walls, etc) The graphics are poorly done (if this were the early 90's I wouldn't complain.) Why not just setup a Quake server (or whatever the most popular FPS is these days) and invite friends? I bet that virtual experience blows away second life

    1. Re:I don't get the virtual world stuff by VoyagerRadio · · Score: 1

      Because then you would have some griefer blowing you off a platform every five seconds. No fun for anyone wishing to simply hang out and chat/communicate in a somewhat-stable/safe environment, which is generally what Second Life (and similar metaverses) are all about.

      --
      Harold
    2. Re:I don't get the virtual world stuff by Barny · · Score: 3, Insightful

      You young whipper snappers.

      In my day, we used IRC.

      Now, GIT OFFA MUH LAWN!

      --
      ...
      /me sighs
    3. Re:I don't get the virtual world stuff by jandrese · · Score: 1

      A game environment doesn't limit you to a natural human's walking speed? The horror! Of all of the things to complain about with SL (the enormous resources required to run it, the chunky AI, the furries), you actually managed to latch on to the things that are probably good for the game. Being able to fly is the only reason anybody can get anywhere in the game, since vehicles are so dodgy and walking is so slow.

      The basic graphics do look pretty bad, which is why it is so impressive when someone does make something that looks good.

      --

      I read the internet for the articles.
    4. Re:I don't get the virtual world stuff by SanityInAnarchy · · Score: 1

      Because most popular FPSes these days don't allow custom avatars, as that would make it trivial to cheat (create an avatar of a flea, say, or an invisible man).

      Because, a VoyagerRadio says, you'd have griefers blowing you off a platform every five seconds.

      Because the interactions in SecondLife are not limited to "Shoot", "Punch", "Cheer", and "Pelvic Thrust".

      Because games don't generally allow completely custom scripts to run, especially server-side.

      Because SecondLife is open source, which, again, would be an invitation for cheaters.

      Because currency in FPSes has, to date, been more annoying than fun -- and it's even worse when it's some sort of pseudo-global-economy. (Ever played Counter-Strike on a server which left dynamic pricing on? Compare that to, say, gungame mod. Tell me which is more fun.)

      Need I go on?

      I actually don't play Second Life at all -- never have. It has, so far, been entirely too closed for my tastes -- I'd much rather use IRC, which at least has many mature open source clients, servers, and bots, and pretty much no commercialization attempted (so far). Or, if I'm going to play a game, I'd rather play a game.

      But I do get the appeal.

      --
      Don't thank God, thank a doctor!
    5. Re:I don't get the virtual world stuff by Anonymous Coward · · Score: 0

      The graphics vary greatly depending on both the content creator and your personal settings, but you have to have a machine with the recommended hardware for the good settings to work anywhere approaching well. Settings are adjustable at the client level; it's the usual performance vs. quality tradeoff, although Windlight made some improvements.

      Supposedly, the physics will get *much* better once the update to Havok4 is complete, but I have to say, flying through the air and walking through walls are two of the *intentional* violations of physics - it is very easy to build walls that cannot easily be walked through. (Well, unless you sit in a corner and then stand on the other side, but I'd hate for that to go away -- sitting is a main defense against griefers with drop cages.)

      But the answer to your question is that for most people who use Second Life, the experience is largely about exploring things that other people have created, creating your own builds in world for people to explore/look at/purchase, and communicating with a wider group of people. So you'd have a great time with your friends on your own server, but you'd miss out on seeing the cool/weird/absolutely ridiculous stuff that other people came up with.

    6. Re:I don't get the virtual world stuff by Anonymous Coward · · Score: 0

      It's generally the social aspects, not the realism of the physical world, that keep people in SL after the initial attraction.

      The "economy" is one of the problems though. Too many people are stuck in the folly of trying to "make money" in-world.
      They work at this with more time and effort than they would put into a job, and end up earning far less, and not sustainably,
      than they would in a minimum-wage job for the same effort. And then they continue into this cycle until they burn out, insisting
      that not only can SL be a primary source of income, but that it's commonplace for it to be. It's sad to watch, particularly when
      cognitive dissonance takes over all reason.

      Then the experience is polluted by players from all over the world who are interested only in the most depraved acts of animated sex.
      Never mind that pretty much all the female avatars are male players.

      Even among the people who are not complete and total whack jobs, most of them seek a pretty boring experience. They teleport to this club or that. They don't make anything. They don't even bother to look "up", most of them.

      Through this noise, you do meet the occasional genuinely interesting person, and the experience just shines as a result. And it's that, rare as it may be, that keeps me in the game.

    7. Re:I don't get the virtual world stuff by zippthorne · · Score: 1

      If you were really using IRC, you wouldn't have the (virtual) lawn...

      --
      Can you be Even More Awesome?!
    8. Re:I don't get the virtual world stuff by T3Tech · · Score: 1

      I disagree.. It's called - I'm the Op of this channel: kick/ whippersnapper Get off my lawn!

      --
      Of course I didn't RTFA... why would I do that? You really are new here aren't you? Don't let my UID fool you.
    9. Re:I don't get the virtual world stuff by Anonymous Coward · · Score: 0

      But the graphics on IRC are so 1968.

  15. all a matter of personal taste by Anonymous Coward · · Score: 1

    I was into quakeworld a long long time before I got into SL and although I use openarena now I can say I do both. In fact I've run padman and openarena servers and invited my SL friends in. I don't even consider the two comparable.

    Before you dismiss SL entirely try a live music show. I'd suggest a Komuso Tokugawa concert as a starting point.

    Another thing to look at (if you can stand alpha quality software) is the RealXtend mods to SL and opensim.

  16. Check this out!!! by Anonymous Coward · · Score: 0

    Check out http://www.sauerbraten.org

    They have a "Kick ass" world generator already, with full internet protocol. It's all open source, has a pretty good development community. But is this the same as OpenSimulator?

    It uses OpenGL (which I presume a lot of others do as well).

    j

    1. Re:Check this out!!! by VoyagerRadio · · Score: 1

      I can tell at first glance that Sauerkraut is alot different. For one thing, Second Life isn't considered a game -- at least, not in the traditional sense. It's first and foremost a community, and there aren't many built-in gameplaying elements (unless you consider the act of dressing and customizing your avatar to be a game). I mean, you "play" there, but it's not a place where your first concern is FPS or "Does it have Coop mode?"

      --
      Harold
  17. Obligiatory by ya+really · · Score: 0, Redundant

    Don't Secondlife users need a first life before they start on a second?

  18. It's time for a third life by Anonymous Coward · · Score: 2, Insightful

    I lost all interest in SL when they started catering to all of the "think of the children" demands. First they were banning child avatars. Then they were banning avatars that were adults but could possibly be perceived as underage (i.e. anyone under 6' tall). Then linden labs started required age verification (credit card, etc) to enter into "adult" areas of the world (but of course you still couldn't have short characters there). Pedo-hysteria was running wild throughout SL, and then they banned gambling. What is the point of a virtual, complete fantasy "second-life" when you have to abide by the rules of your first-life?

    If two adults want to have furry child characters bumping virtual uglies on SL, where's the harm?

    1. Re:It's time for a third life by Anonymous Coward · · Score: 0

      I always was thinking of the children.

    2. Re:It's time for a third life by jmorris42 · · Score: 1

      > Pedo-hysteria was running wild throughout SL, and then they banned gambling.

      Because Linden Labs is based in a civilized country. Unless they totally relocate to some third world pesthole where they can just bribe people to look the other way (and good luck getting good connectivity and clearing credit cards) they have to live by meatspace laws. That leaves the kiddie fuckers banned pretty much everywhere. And since they are in the US they can't run online casinos either. Just sticking the word 'virtual' in front doesn't make it any less a casino than a webpage based online casino. Anybody with two working brain cells knew that wasn't going to last long.

      --
      Democrat delenda est
    3. Re:It's time for a third life by Hotrodder · · Score: 1

      Hey FUD Boy

      > First they were banning child avatars.

      False

      > banning avatars that were adults but could possibly be perceived as underage (i.e. anyone under 6' tall)

      False. (but they will suspend you if they have reason to think you are under 18)

      > Then linden labs started required age verification (credit card, etc) to enter into "adult" areas of the world

      1. age verification was never required. 2. It was never used. 3. it was to be up to the "owners" of the property to allow verified or non-verified users.

      > Pedo-hysteria was running wild throughout SL

      Pedo-hysteria was running wild in the Media more so in SL

      > and then they banned gambling.

      That was the governments doing.. You could cash out RL money, so the credit card companies would be put at risk if they dealt with SL

    4. Re:It's time for a third life by Anonymous Coward · · Score: 0

      Online gambling was a US law, Linden Labs decision has to ban it or face legal action from the US Government, shut up about it already.
      Linden Labs is not forcing anyone to apply age verification in their adult areas, it's the owners choice.

      And "What is the point of a virtual, complete fantasy "second-life" when you have to abide by the rules of your first-life?" even on the internet you had to obey the law.

  19. OpenID? by SanityInAnarchy · · Score: 1

    Could we make it a bit more portable, though?

    For instance: If I buy clothing in Second Life, or pets in World of Warcraft, why not allow them to cross over? (Subject, of course, to filters/censorship of the target server -- giant walking penises are generally frowned upon.)

    Simple solution: OpenID and friends (XFN, etc). Allow a person to store their avatar, possessions, etc, on their own server (or on a free one, or a paid-for Linden one). If you want to allow commerce (selling clothing), require a signature.

    I suspect that for some time, it would function the way nations do today -- there would be import/export restrictions, but it would still be possible to bring more than just a username from one server to another. Eventually, it would flatten into something more like the Internet, with too many sites for all of them to arrange explicit deals with each other -- maybe moderation would play a larger role...

    Ah, well. Pure speculation and wishful thinking. I wonder if they'll even use OpenID for logins...

    --
    Don't thank God, thank a doctor!
    1. Re:OpenID? by Anonymous Coward · · Score: 0

      That's exactly what they're trying to do http://wiki.secondlife.com/wiki/Open_Grid_Public_Beta

  20. It doesn't matter by Anonymous Coward · · Score: 0

    Nobody uses any of this stuff.

  21. ha by nomadic · · Score: 0, Troll

    Maybe open source game developers can't come up with competition for World of Warcraft, but a clunky, laggy game with horrible graphics? Those are open source game developers' specialties! Second Life, you are in trouble.

  22. Game? by Anonymous Coward · · Score: 0

    Why is this story tagged with RPG? SL is NOT an rpg, and it barely qualifies as a game.

    Second Life is a VR social networking site, and it is not any more of a 'game' than facebook or myspace.
    And don't try and tell me "it's a game because they have games inside SL"; there are games on most social sites.

  23. DevGuru by Anonymous Coward · · Score: 0

    Forgot the 3rd big opensource platform emerging .... mentioned Opensim, & Wonderland (SUN), did not mention the Cobalt Metaverse at Duke University

    ====

  24. OpenSim grids by ckrinke · · Score: 2, Informative

    There are a number of grids using OpenSim. DeepGrid and OSGrid have been in existing for over a year. Others less then that. The common OpenSim grids in order of their appearance are DeepGrid (http://deepgrid.com), OSGrid (http://osgrid.org), OpenLifeGrid (http://openlifegrid.com) and CentralGrid (http://centralgrid.com). There are several thousand users. Not large by SecondLife standards, but growing rapidly. And some of these grids encourage individuals, companies and universities to attach their sims at no charge as part of building a community and helping to develop the OpenSim software. Refer to http://opensimulator.org/ for a complete list and the FreeNode IRC channel #opensim for a discussion on configuration and use including interop work between various grids, including, the SecondLife maingrid.

  25. 1998 wants it's graphics back by MrSteveSD · · Score: 4, Insightful

    I've used Second Life several times over the years and every time I look, it's like being transported back into 1998. Perhaps some of the dire graphics can be blamed on user generated content, but even the areas created by Linden Labs look terrible. There are plenty of good game engines about and I am sure they could be adapted.

    Then there is the issue of the build tools. So much of the Second Life experience is supposed to be about building things, so why are the build tools so awful? Why after all these years is there still no ability to just upload a simple .obj file which is pretty much a standard in the 3D Graphics community?

    The Second Life client is also a complete memory monster. On a 2 Gig system it will happily chew up over 600 megs, and completely unnecessarily since minimizing the app seems to kick in some garbage collection which slashes memory usage dramatically. The memory usage then rapidly starts to build up again.

    Second Life also has some serious DRM issues. It seems to be quite common for creators of content to make their goods non-Transferable. So if you ever want to leave Second Life, you will have to just kiss goodbye to much of the money you have spent, because you won't be able to resell many of your purchases.

    Before too long, some people who actually know what they are doing are going to come along and blow Second Life (and it's 1998 graphics) right out of the water. It will hopefully have a client that has simple off-line build tools which behave just like other 3D apps but also support import of standard formats such as .obj. The build tools should help you build things, not hinder you like the tools (and 10 meter object Restrictions) in Second Life.

    1. Re:1998 wants it's graphics back by Darkk · · Score: 0

      I believe part of the reason for the 1998 graphics as you put it is to appeal SL to wider audience with older hardware. Remember Asheron's Call before they finally upgraded their graphics engine? Took them long enough but the main reason they didn't upgrade it is to keep subscribers with less powerful hardware while rest of us with decent broadband and good hardware suffer. The game was interesting enough to keep playing for a couple of years before I finally quit.

    2. Re:1998 wants it's graphics back by pavon · · Score: 1

      No the reason for the 1998 graphics is that, unlike almost every other game, all the content has to be streamed from the server, and it can barely handle the current load, let alone what they would see with higher quality graphics. I've played many games that looked much better and performed better on older hardware than Second Life.

    3. Re:1998 wants it's graphics back by Anonymous Coward · · Score: 0

      As someone who has multiple generations of video cards here, and just recently upgraded from AGP to PCIe, I can tell you that secondlife is well nigh unplayable on a Radeon HD3650, nevermind attempting it with any intel integrated gfx, a Radeon 9800, and I'm pretty sure they don't even officially support anything older! Why this is, I have no idea, but the quality of gfx even against mmorpgs from a few years ago is nuts. Esp comparing the performance.

    4. Re:1998 wants it's graphics back by eggstasy · · Score: 1

      Did your 1998 computer have a "NASA" or "DoD" sticker?
      Let's have a contest! Which of the following pictures depict a 1998 game character and which is from a Second Life avatar? :)
      See if you can guess!

      http://www.fpsteam.it/img2006/sin/sin_elexis_bathroom_04.jpg

      http://farm4.static.flickr.com/3246/2670018726_c289810160.jpg?v=0

      (There is no such thing as Linden content, if you mean the Welcome Area, it was built like 4 years ago by a friend of mine, as a contractor... when SL had a completely different engine... and there was essentially nobody doing it professionally)

    5. Re:1998 wants it's graphics back by Anonymous Coward · · Score: 1, Insightful

      "Second Life also has some serious DRM issues. It seems to be quite common for creators of content to make their goods non-Transferable. So if you ever want to leave Second Life, you will have to just kiss goodbye to much of the money you have spent, because you won't be able to resell many of your purchases."

      Most products are sold in either of one or two states. Either copies are allowed but transfer of these copies are not, or, alternatively Copies are not allowed, but you may transfer the objects to others.

      Personally, based on my experience, the ones that permit copies, but not transfer, are actually superior, especially given how easy it is for a simulator crash and rollback to gobble up your objects.

      You can't just let everyone transfer the stuff they buy to anyone else without restriction. You can make all the arguments you want for "Fair Use", but giving your friend a copy of something because they don't want to pay for it, does not fall into it, especially if you don't lose access to it after giving it away.

    6. Re:1998 wants it's graphics back by Anonymous Coward · · Score: 0

      Yawn
      http://www.flickr.com/photos/garrigus/2074973329/
      http://www.flickr.com/photos/vintfalken/2048354794/
      http://www.flickr.com/photos/celina_kamachi/2288522156/
      Great thing with continuously developed software is... it actually changes with time!
      Also when the world is all user created, not all users are artistic geniuses, just got to know where to look.

    7. Re:1998 wants it's graphics back by Hektor_Troy · · Score: 1

      Second Life also has some serious DRM issues. It seems to be quite common for creators of content to make their goods non-Transferable. So if you ever want to leave Second Life, you will have to just kiss goodbye to much of the money you have spent, because you won't be able to resell many of your purchases.

      Here's a hint: Don't buy non-transferable items. Noone is forcing you to spend your hard-earned L$ on anything. Plenty of free stuff lying around for people to use.

      This isn't any different from you not having to buy Windows, Microsoft Office, Photoshop and a ton of other stuff.

      --
      We do not live in the 21st century. We live in the 20 second century.
    8. Re:1998 wants it's graphics back by LingNoi · · Score: 1

      One of the biggest issues I have with the build tools is that the prims that are the basic building blocks take up more verts then if I could just model what I wanted to in the first place.

      This isn't the case every time but if you want to build something which has a lot of different curves in it you have to do some really ugly things to get it looking right and then it takes ages to download for anyone that visits. It's so stupid and Linden should just as you said, let people import simple .obj files.

      There's so many things about object building, like the fact that they still haven't got a way for you to render text on a object without some horrible LSL hacks described on their wiki and even then LSL doesn't even have basic string functions such as substr.

      The most criminal thing is how there is no support for youtube videos, etc. Is this still 1995 where .mov streaming is the shizniz?

      Yes I know they are moving to mono and I don't care, Linden have shown that they can not maintain their servers (the server is down and we're working on getting it back up, update: ok it's back up, update: no wait it's down, update: now it's back up, update: wait, update: ok now the server is back up) or add features that would improve the visual experience.

      The worse part about the whole experience from a private land owner's view is the whole stuck at the beach feeling. There's no deserts, rainforests, etc skyboxes so you're always on a square beach island.

    9. Re:1998 wants it's graphics back by Anonymous Coward · · Score: 0

      An awesome ocean shader doesn't make up for the same shitty beach scene with 1998 graphics through out the whole SL world. Also it looks crap when you're flying around.

    10. Re:1998 wants it's graphics back by christ,+jesus+H · · Score: 1

      I liked your post until you said "shizniz" . . . sorry

      --
      Ohh spiteful one tell me who to smote and he shall be smolten!
    11. Re:1998 wants it's graphics back by Anonymous Coward · · Score: 0

      Most of the restrictions you mention are simply there to help prevent server load issues. The build tools are the way they are to help build with the "primitive" restrictions in mind. a .obj file does not conform to the way 3D objects are represented or stored on the asset servers.

      Before knocking something get to know it better. If you had gotten to know Second Life better you would have realised that prim limitations on land parcels prohibit the use of complex 3D models.

      And don't forget, what Linden Labs has made is a ground breaking and (in my opinion) ahead of its time technology that current Internet and hardware struggles to provide for effectively.

      Obviously you have not seen a sculptie then...

  26. All I can say to those Second Life users is... by Locke2005 · · Score: 1

    Get a First Life!

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  27. Without rights restrictions SL has little value. by Maxo-Texas · · Score: 1

    SL is an artificial economy. If you can copy items and easily add new 'land', then those things have no value.

    Replacements for SL will have trouble attracting creators as SL has or those items having any "status" or "$$" value.

    Put another way-- I can play EQ on a simulated server and give myself anything. But what would the point be?

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  28. Re:Without rights restrictions SL has little value by kumanopuusan · · Score: 1
    Yes, anything you can get without cost has no economic value (no one will trade for it). Saying freely copyable things are without value is taking economics too seriously. By your argument, air to breathe has no value. Of course there is a utility, but no one will pay for it until they feel a shortage.

    So, no one will pay for a copy of an existing item because they can copy it for free. New, unique objects can't simply be copied from old objects, so the first copy does have a value. This means designers and artists can profit, but there's no need for factory owners or publishers to copy originals anymore. Doesn't this increase the profit for, and lower the barriers to entry to, creation?

    The objects that are created in SL are essentially software. If objects can be freely copied, then it's very close to BSD or MIT licensed software. Software with those licenses gets produced outside the context of virtual worlds.

    --
    Use of the words "good", "bad" or "evil" is almost invariably the result of oversimplification.
  29. Worst programming environment EVAR! by Digital_Quartz · · Score: 4, Informative

    When I first heard about Second Life I was pretty excited about the prospect of using it as a teaching tool. My first real exposure to OO was LambdaMOO (MOO = MUD Object Oriented, and MUD = Multi-User Dungeon).

    LambdaMOO has a very nice object oriented structure, where everything in the universe is an object which inherits from some other object. There's object 1 which is called Object, from which you derive the base objects Room, Exit, User (User further split out into Wizard and Player), and so on. Every object in the world had a collection of "verbs" defined on it, which were essentially methods. Objects could call each others methods. It was a very nice environment for learning OO, because when an "object" is a "Tree" or a "Vehicle" it is a bit more concrete and obvious than when an object is a "TransactionProcessor" or a "DocumentFactory".

    LambdaMOO had no concept of a "class". Your user was an object which inherited from "Player" or "Wizard". But, adding new verbs to Player or Wizard would add them to all players and wizards, and verbs could be overridden on child objects, and the implementation was hidden, so you satisfy all the pilars of a traditional OO system.

    Now, we have Second Life, which COULD be a totally awesome tool for learning OO... except the scripting language is like a crippled version of Basic. Scripts can't call into each other so there's no code reuse. Scripts can't export any sort of interface (beyond the dreaded "touch" event) so there's no natural way to interact with scripts. Scripts are also hobbled by concepts like "energy" and various specific commands have other rate limits or other limits on them (which I understand the need for, I just wish they were documented). Let's not even talk about what happens if someone else picks the same "channel" as you to send inter-script messages on.

    Finally scripts are not OO in any way; no encapsulation, no inheritance, no polymorphism, no abstraction. Despite the fact that the world is literally made of objects, the development environment is not object oriented. It's crazy talk.

    It's outright painful to try and build anything of any complexity.

    1. Re:Worst programming environment EVAR! by Fred_A · · Score: 2, Interesting

      Now, we have Second Life, which COULD be a totally awesome tool for learning OO... except the scripting language is like a crippled version of Basic.

      You might want to look into Croquet then. It's based on Squeak, "worlds" can be distributed easily among various hosts, and it's open source. It's mostly designed as a collaborative / teaching tool. I'm always surprised that it never seemed to really take off.

      Possibly not visually as slick (although...) as 2nd life but has *much* more potential.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    2. Re:Worst programming environment EVAR! by MilenCent · · Score: 1

      A contrasting view....

      If you hope to do everything OO with classes, you're right. But even with the switch to the Mono virtual machine under the hood coming up July 23, which greatly increases performance and memory capacity, a single VM memory space will only be 64K. (Currently, it's 16K, one-fourth that of a Commodore 64!) That includes both compiled bytecode AND variable storage. Please correct me if I'm wrong (and I'm not snarking here), but I thought that object-oriented languages were not designed for that kind of harsh memory stricture.

      In any case, it's perfectly possible to write a program without objects. And I must disagree, also, with your comparison of LSL to BASIC, in syntax it's far closer to C, which is also not object-oriented.

    3. Re:Worst programming environment EVAR! by achenaar · · Score: 1

      The LSL developer team recently put out a survey to find out what users think they should work on once they've got Mono properly integrated. One of the suggestions was the ability to write and use libraries. Now, I'm not saying they'll actually do it, but it is possible. T'would be teh awesome too. Also, bear in mind that the iteration of LSL that exists today is effectively the same one that was written in a weekend and polished up over a couple of weeks. LL are aware that it's shite and are actively seeking to re-write/improve it.

    4. Re:Worst programming environment EVAR! by Hellershanks · · Score: 1

      They are upgrading the scripting language to MONO soon. Lots of changes involved in developing the systems.

    5. Re:Worst programming environment EVAR! by Lodragandraoidh · · Score: 1

      ...It's outright painful to try and build anything of any complexity.

      That being said, I think these FOSS variant servers could address that. The fact that the client communications protocol is open provides the opportunity for people of a like mind (e.g. who want a real programming environment) to build and gravitate to servers that support their world view.

      The really nice aspect of all of this will be the ability to move freely between them - so you don't have to abandon your old friends/associations. You will be able to have your pie and eat it too.

      I should preface this by explaining that I am a longtime EQ/DAOC/WOW and various FPSs player. But now I'm getting older (in my 40s), and look at SL and similar worlds as a natural progression beyond those games. The social and academic aspects, coupled with the unique capabilities of being immersed in a 3D environment provide a combination that is light years beyond IM/message boards and other 2D modes - and with the hyper-linking capability within SL - you can still access those external resources as well.

      --

      Lodragan Draoidh
      The more you explain it, the more I don't understand it. - Mark Twain
    6. Re:Worst programming environment EVAR! by dstech · · Score: 1

      Having worked extensively (for profit, on commission, even) in the hell that is LSL, let me add some comments:

      First, some decent off-world tools do exist to make the experience less painful. We can get a semblance of code reuse with lslmake, which allows C preprocessor macros in an lsl file (think headers). So, you can build up a library of common functions and keep them in header files, then "compile" real, usable lsl files that you copy into Second Life. It's clunky, but it works.

      The language has some neat ideas going for it, though... they just need to be expanded on. Having an event-based structure makes sense in a virtual world-style environment, and the 'state' structure makes it really easy to model a chunk of code as a FSM. If all of that was encapsulated by some kind of objects (or at least ADTs, or, I dunno, maybe some fscking ARRAYs), I would have been much happier with the language, but oh well.

    7. Re:Worst programming environment EVAR! by Anonymous Coward · · Score: 0

      You can even write programs that use OO without objects at all. e.g. Gtk+ is written in C.

      I suppose one could try to do something with objects in LSL but I'd rather bang my head on the wall, thanks.

    8. Re:Worst programming environment EVAR! by smellsofbikes · · Score: 1

      Hey, a fellow MOOer! I've been on Lambda since about 1993.
      I think SL is somewhat like Lambda. Since there's a lower cost of entry, skillwise, there are a lot more people and a lot stupider people. But the programming is definitely reminiscent of moocode. It just sucks that LSL is so limited. If they were using moocode it'd be an enormous help: it was so nice to write display functions and statistics functions and then write code that called those to do data manipulation and presentation, and then use THAT to build database-like stuff. LSL is so... limited. But some people have built some fabulous stuff with their tiny little toolset.

      --
      Nostalgia's not what it used to be.
    9. Re:Worst programming environment EVAR! by Anonymous Coward · · Score: 0

      I'm an active LSL scripter in SecondLife and it is obvious at least to me that you are posting these criticisms without a thorough understanding of what you're talking about.

      LSL is indeed quite limited, but not to the extent that you claim. Code re-use is quite possible, and is quite common in that many useful functions have been encapsulated into their own scripts and are passed around quite frequently. For example, the XYText system: http://wiki.secondlife.com/wiki/XyText_1.5

      Your assertion that scripts can't export any sort of interface beyond touch events completely ignores the listen event - which lets a script respond to arbitrary text input, either via public chat or by a private channel, with filters for specific users or objects. This allows a command line interface to any script, easily parsed with LSL's list functions, and is the basic method of 'inter-process' communication, albeit a primitve one.

      For inter-script messages, you can use llLinkMessage() to avoid requiring channels at all. But in the case where there might be channel conflicts, filtering your listen events so you only hear commands from what you're supposed to is elementary.

      You mention 'energy' - which is basically a means to prevent large, massive objects from moving around at light speed. It rarely comes up in normal use, and really has little to do with the limitations of LSL scripting itself but keeps people from using entire buildings as vehicles.

      There are plenty of complaints to level against LSL and I could go on at length about what I'd like to see changed - but there's not much point. Linden Labs recognizes the shortcomings of LSL - which is why for the last few years, they've been hard at work integrating .NET technology to replace it.

      http://blog.secondlife.com/2008/01/29/mono-beta-launch/

    10. Re:Worst programming environment EVAR! by Digital_Quartz · · Score: 1

      Yes, you can reuse code by copy and pasting other people's code into your script. That's not REALLY code reuse though, is it? If someone finds a bug in the XYText system and fixes it, you have to go copy and paste their updated code in order to receive the benefits of that fix. If you find a bug in your own library, have fun finding all the places you use it and fixing them.

      "Arbitrary text input" does not a natural interface make. While you might interact with your cell phone in real life by saying "/dial 555-1515", I don't. There are some very specific interfaces available, like the vehicle interface, which I suppose deserve mention. Would be nice if there was a way to, say, add menu options to the little radial menu that pops out when you right click an object (other than replacing the "sit" text).

      You can usually find some way to do what you want given enough ingenuity; I built a pink Matel hoverboard attachment that worked by replacing all your character animations, so it always looked like you were flying around on it. The lack of a nice interface system is not their biggest fault, and talking to everything from your shoes to your car isn't terrible, but it could be better.

      Energy is used for a lot more than just movement. Rezing new objects requires energy, so you can't rez multiple objects at once (although I built a "shotgun" that scattered multiple spheres of "buckshot", and got around this with a collection of invisible objects at the front of the gun, each of which fired a single buckshot when signaled by the gun itself, using llMessageLinked, none the less. Since each object only rezed one object, it worked most of the time). llMessageLinked is another example of a function which uses energy, BTW, even though you wouldn't expect it to.

      I /do/ understand what I'm talking about. I know there's cryptic horrible ways around the broken limitations of LSL; I just don't like them. It's kind of fun to program in LSL, but in the same way it's kind of fun to try figure out how to use a toothpick and some bubblegum to build a nuclear weapon. I wouldn't want to do anything important in LSL, and I certainly wouldn't want to use it as a teaching tool to corrupt and cripple the minds of young future programmers.

      I'd say it would be interesting to see what comes of their .NET integration, except for three things. First, I said it years ago when they first posted demos of .NET scripts running in SL. Second, I think they're going to screw it up. Third, I've long since moved on to other things, because the limitations of LSL were enough to make me give up long ago. I could be doing something useful with my time.

    11. Re:Worst programming environment EVAR! by Digital_Quartz · · Score: 1

      I was a user on the SchoolNet MOO way back. I built a lot of cool stuff back then.

      I've built some cool stuff on SL, too. It attracted me for much the same reason the MOO did; building cool stuff is fun. It would just be nice if LSL wasn't so terrible. :)

    12. Re:Worst programming environment EVAR! by mik · · Score: 1

      No, they are upgrading the VM to mono (very) shortly. The language is not changing soon, though the move obviously enables future language syntax alternatives. Note that even when/if alternative syntaxes are available, LSL2 is unlikely to go away.

    13. Re:Worst programming environment EVAR! by mik · · Score: 1
      Faults aside, there are some standout LSL features: it is explicitly event driven and incorporates finite state machine as a basic language structure. It also includes 3 and 4 dimensional vectors as basic data types.

      Further, it is worth pointing out that some of the limitations imposed on LSL are quite conscious decisions - energy, for instance, limits some sorts of DOS attacks on the physics model.

      Uh - why not talk about channel crosstalk? If your scripts depend on one-to-one comms channels in the clear, you deserve what you get.

      Scripts can and do call each other, typically with link messages. There are no language tools to enforce specific chat interfaces, though you neglected to mention dialogs, physical interactions, chat, email, xmlrpc and http communications.

  30. I can see it now... by ikono · · Score: 1

    ...In unrelated news, Linden Labs have declared Nuclear War against Google's virtual world. No survivors are expected, excluding the backups of course. More at eleven.

    --
    Karma is for whores
    1. Re:I can see it now... by ya+really · · Score: 1

      I'd rather see an end scenario where virtual nanobots wipe out SL and turn it into gray/green goo.

    2. Re:I can see it now... by Anonymous Coward · · Score: 0

      O RLY? We have fences.

    3. Re:I can see it now... by Anonymous Coward · · Score: 1, Interesting

      Just hope they don't use the Nam Shub Of Enki.

  31. You have it exactly by symbolset · · Score: 1

    Oddly enough this is actually the purpose for the Internet. And you thought it was exploiting the synergism of user generated content with paid advertising in a referent free rapidly evolving framework? Same thing. The Internet is for porn.

    --
    Help stamp out iliturcy.
    1. Re:You have it exactly by jmorris42 · · Score: 1

      Nah, the Internet was never just for porn. It was also for piracy. And for pirated porn!

      Just like the VCR was mostly for porn at one time.. and piracy and piracy of porn for that matter. But eventually enough other uses appeared that while never going away the piracy and porn faded into the background.

      Perhaps I'm just not seeing it, but I'm unclear what SL's eventual non porn purpose is and don't much of a piracy angle.

      --
      Democrat delenda est
  32. I Tried Second Life, Once by Anonymous Coward · · Score: 0

    Just a bunch of adolescent pervs all trying to stick their virtual hoo hoo dillys into my virtual cha-cha. If I found that kind of thing even remotely interesting, I would just walk around downtown Detroit at 3 AM wearing nothing but 8-inch black stiletto heels and Chanel No. 5.

  33. Re:Without rights restrictions SL has little value by Lord+Bitman · · Score: 1

    Yeah, because a service where anyone can copy information instantly and anyone can easily create content without worrying about limited resources is completely worthless and nobody makes any money there doing anything except selling "real world" goods, which also wouldn't count for some reason.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  34. Open Sores? by Anonymous Coward · · Score: 0

    I don't like the sound of that.

  35. On top of all of that.. by Anonymous Coward · · Score: 0

    The company is horribly corrupt and screws everything up at every oppurtunity. Between staff members pandering for certain "influential" individuals, and incompetent developers who dont even know how to properly implement their own technologies, SL isnt worth any real investments.

    Better off finding how to make money from the game instead of dropping money into it. cash out via one of the external trading companies, and run away laughing.

    Then there's the related issue of money laundering through SL.

    Linden Labs also has a strange fetish for the british. They're moving many of their operations to the british equivalent to san francisco, and their support used to answer the phone in a fake british accent.

    The company is basically running things off PR and hype. The fact they're pushing land sales again instead of trying to gain the attention of companies shows that they're hurting after fucking over half of their users throughout 2007.

    SL will be just like activeworlds within the next 5 years. a bunch of people used it for a while, but in the end, it failed to evolve and everyone stopped giving a damn.

  36. Re:Without rights restrictions SL has little value by sjames · · Score: 1

    Perhaps you want to do a sociological experiment to see what a post scarcity society might look like?

    Or perhaps the experiment is to expose a bunch of people who live in an artificial scarcity world to a post scarcity world and see how they react back in real life.

  37. Re:Without rights restrictions SL has little value by JesseMcDonald · · Score: 1

    Yes, anything you can get without cost has no economic value (no one will trade for it). ... By your argument, air to breathe has no value. Of course there is a utility, but no one will pay for it until they feel a shortage.

    Close, but not quite. In economics, value is purely subjective; the most one can do is determine a lower bound based on what someone is willing to pay. That which can be attained without cost tends to have no demand, which is just another way of saying that no one will pay for it. If people choose to attain it at all, however, then its value must be positive (although still unmeasurable). Air, for example, definitely has a positive value for any given person, being necessary for life. However, almost everyone has an effectively unlimited supply already, so the demand for air -- the aggregate amount people are willing to pay to acquire more of it -- is nearly zero.

    One can take economics seriously without confusing zero demand with zero value.

    New, unique objects can't simply be copied from old objects, so the first copy does have a value. This means designers and artists can profit, but there's no need for factory owners or publishers to copy originals anymore. Doesn't this increase the profit for, and lower the barriers to entry to, creation?

    Exactly right. The same applies to digital objects outside the virtual world -- software, music, movies, etc. The idea that "productive creativity" (the creation of new, unique works for a commercial audience) would cease in the absence of copyrights and patents was never more than a self-serving myth.

    --
    "The state is that great fiction by which everyone tries to live at the expense of everyone else." - Bastiat
  38. Re:Without rights restrictions SL has little value by Maxo-Texas · · Score: 1

    People will create because that is what people do.

    They do not have to be compensated to create.

    However-- It's the difference between Star Wreck and a Hollywood picture.

    The difference between an enthusiastic amateur and a professional.

    If you are happy with free 90%-95% complete creations then cool.

    You are not going to get people to slave over that last 5-10% to get things "perfect" without giving them compensation because people have to eat and that last 5-10% takes a lot of time to do.

    SL works because the artistic creators can work many more hours on their creations because they are compensated in real money for them.

    Copyright is supposed to give a VERY SHORT and TEMPORARY period where creators make new stuff but then their stuff goes to public domain for society. That's fair- it's good for them and good for us.

    "Forever less one day" is not fair.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  39. On the SL by Frozen+Void · · Score: 1

    Do they plan to change their horrible scripting language to something more palatable?

  40. Re:Without rights restrictions SL has little value by christ,+jesus+H · · Score: 1

    Sounds like one of those BBC shows where they make people live on a garbage dump or something? hehe

    --
    Ohh spiteful one tell me who to smote and he shall be smolten!
  41. A question about Second Life by christ,+jesus+H · · Score: 1

    WTF is a furry?

    --
    Ohh spiteful one tell me who to smote and he shall be smolten!
    1. Re:A question about Second Life by bersl2 · · Score: 1

      Oh boy...

      Short answer: in this context, "furry" refers to matters involving anthropomorphic animals and related concepts. A "furry" avatar in Second Life would resemble a humanoid animal.

      Longer answer: For a more comprehensive answer covering many more contexts, we ourselves can argue about the specific semantics for long periods of time but this is a good start summarizing the entirety of what "furry" can represent. (Finding additional concurring views and dissenting views from the linked article is not difficult and is left as an exercise to the reader.)

  42. Re:Without rights restrictions SL has little value by JesseMcDonald · · Score: 1

    I agree. I am hardly opposed to compensating people for their creative efforts. These efforts are known as "labor", and useful labor is always scarce, commanding a positive price. Copyrights and patents are not required to provide compensation.

    [Copyright]'s fair -- it's good for them and good for us.

    That "us" is overly inclusive. Clearly the people who choose not to follow copyright laws don't consider it to be good for them. By supporting copyright you're throwing away their liberty as well as your own. That's hardly "fair", must less just.

    --
    "The state is that great fiction by which everyone tries to live at the expense of everyone else." - Bastiat
  43. Re:Without rights restrictions SL has little value by Maxo-Texas · · Score: 1

    I disagree Jesse.

    If their values dominated, there would be a lot less creations. Even the people who disagree with copyright and ignore it benefit from it because of the extra high quality creations that they enjoy.

    And since I think many of them are to poor to afford a fair price, I don't think it costs the copyright holder very much either.

    However, you don't get to pick your laws in a society. You can lobby to have them changed but you are bound by the social contract. If a majority say something is illegal, then you may be punished for ignoring them. Democracy, dictatorships, even Anarchy always result in the tyranny of SOME majority over some minority. The question is only about how peaceful, how just, how unjust or how violent the decision making process is.

    Currently our democratic system in america is losing to corporations and becoming a lot less democratic.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  44. What you Make of it by davonshire · · Score: 1

    Opensimulator is by and large a terrific bit of work. It is as of yet, no substitute for SL's grid and servers but it certainly is making progress. And in some cases leaps past some of the technologies SL uses now.

    Anyone who thinks the graphics are 1998 game graphics probably never saw some of the places I've seen or the builds I've witnessed. Yes they use prims, yes these objects are parametric clumsy things. But the skills some people have developed to turn these bits into objects you'd have a hard time discerning from a real place are amazing.

    Anyone can take a PC and get on the internet now adays. But how many can make a PC from resistors, silicon, rare elements and capacitors? Or just logic IC's. It's the same kind of thing. You can complain about what you have and build nothing, or learn work around the limitations with scale and craft.

    As for this discussion, lots of reasons to want Opensimulator to work with the SL grid, but it's for different kinds of people. Yes the Sims are pricey, yes there are limitations and everything is changing almost on a daily basis as far as limitations go.

    I don't think Opensimulator will ever replace SL for however long SL lasts. But Opensimulator can certainly give people who build and design a great platform that when they decide their work works right they can transfer to SL if that is their choice.

    Sure it's buggy and built with many flaws and has network troubles. But anyone who says they left because it was slow and looked old probably has never built their own house, and written the scripts that open the doors or tell you who's been at your home while you were offline.

    Always people spend more times bitching about the bad things they percieve than touting and applauding the good things. Humanity as a whole is quick to judge and bitch. I for one was dubious, but I took the time to learn, see and be amazed.

    Just 2 bits but you're free to do as you like virtually :)

    DS

  45. Already done for WoW by Anonymous Coward · · Score: 0

    This has already happened to World of Warcraft. There are hundreds of sites which let you play on a private WoW server, Mango being one of the more populare ones.

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