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."
If so, why?
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.
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.
Work Safe Porn
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
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?
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.
.obj file which is pretty much a standard in the 3D Graphics community?
.obj. The build tools should help you build things, not hinder you like the tools (and 10 meter object Restrictions) in Second Life.
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
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