First Technical Look at the Second Life Client 52
An anonymous reader writes "Second Life is a virtual world, maintained through a combination of client software and hosting servers. It has the unusual quality that nearly all of the content is user-provided. It is also unusual in that Linden Labs recently announced the release of its client software as open source. This is something that is rarely, if ever, done in commercial MMO apps. This article introduces the client (or "viewer" in Linden terminology) and explores the Second Life development environment."
First Technical Look Is Not Much... (Score:2, Funny)
I guess we're going to have to wait for the Second Technical Look before we can see anything.
Re:Payola (Score:5, Insightful)
SL isn't much of a game in that sense, but it's a neat Internet-based platform for many different types of content. It's basically a big chatroom in a user-generated 3D environment. Like any chat platform, if you're not looking for the lowest common denominator, you have to actively seek out something that pertains to your own interests.
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The only problem is that, unlike IRC, it's proprietary and centralized. Having an open-source client is great and all, but I'd much rather hear about them making an open-source server and distributed network so that anyone could actually host their part of the Second Life "world."
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But, I doubt it'll ever connect into the main grid. There are huge security issues there.
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Only if you give a shit about Linden Labs' business model. Given that I don't, I see no reason why there couldn't exist a Second Life-like service distributed like HTTP or Jabber. I was trying to convey that idea in my original post; I guess I didn't make it clear enough.
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SL is full of people with a little business of their own. There are many money handling scripts, and objects being sold for money. There's the CopyBot, but it's unable to copy objects fully. A rogue sim would probably be perfectly capable of making a 100% perfect copy of anything, with scripts and all (which the CopyBot can't do, because scripts aren't available to clients that have no permissions to them). Additionally it would have access to scripts (since i
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Re:Payola (Score:5, Insightful)
I think the overall problem with Second Life is that the largely negative, undesired crowds got into it first, and that society in general isn't quite ready, nor are computers. As an example, I know that the furries exist, but on the regular Internet, I can avoid them easily just by never searching for them. In Second Life, though, you can't just avoid their island or whatever they have. They are, well, everywhere. Same with everyone else--flying penises included. Don't want to see X-rate content? Too bad. The community has far too big of an ego, too.
Well, that an Linden seems to only want to make a buck, and they'll sell whatever they can to do it. Maybe sometime in the future.
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You can't really avoid anybody on the Internet, look at my website ;-)
But, furry themed areas in SL aren't that many, and quite easy to avoid. It's not like they're going to bite you if you happen to pass by, anyway.
Nonsense. Lo
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As do we all...we need to eat and live. I think making a buck running something like SL is far more socially valuable than, say, making a buck selling dvd rentals. It encourages creative social participation and shared content.
So, it's like Slashdot? ;)
Thats an interesting statement. Given
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I can do without suburbia, however...
Because its like Snow Crash (Score:1)
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How exactly is a video game passive entertainment while Second Life is not? Since they both require user interaction to function, you would think they would both be classified as interactive entertainment, wouldn't you say?
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Re: yeah! (Score:3, Interesting)
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Developers! Developers! Developers! (Score:3, Insightful)
This is Slashdot (news for nerds), not Gamasutra or an airline magazine. Slashdot's what Dilbert reads, and if you're not Dilbert then you're probably going to hit a lot of boring articles.
SL is interesting to Dilbert because it's deliberately hackable. WoW is interesting to the Pointy-haired Boss because he read that it's "the new golf" and he thinks o
Why wouldn't they open up the client? (Score:5, Insightful)
Why wouldn't they open up the client?
The only reason I can imagine involves the prevention of IP (skins, etc) theft.
But, that is an arms race that they've already lost.
Re:Why wouldn't they open up the client? (Score:5, Interesting)
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Not to mention the fact that the efficiency of said rendering engine is currently... how can I put this delicately... vomit-inducingly pathetic.
-:sigma.SB
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I don't think SL is ever going to luck really stunning though. While rendering can be improved, the content is still generated by normal people, and not by a company who hires artists and has a plan of how things should look like. You can find professionally looking areas (especiall
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In short, it's the server doing the collision detection, not the client.
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Avatar physics should not be handled that way then. It is annoying. I'm sure that changing that would probably break all sorts of other things that I'm not thinking of though.
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I haven't really looked at the rendering code yet, but I know what you mean. Some data must be there, so probably something can be done about it.
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Offloading some of the work to the GPU, I presume?
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Offloading camera-ray intersection testing (just what the ray intersects, not the intersection point) to the GPU is one of the speedups I'm looking at. GPUs aren't quite flexible or fast enough to handle the entire process, and the communications overhead is too high for finer-grained division of tasks.
Talk about useless... (Score:3, Informative)
It's also out of date. The latest versions do build with GCC 4, although it doesn't seem to be fully supported yet. Once in a while they release source with a couple of lines that GCC chokes on (such as using "class::method" in headers), but compiling with GCC 4 doesn't require any changes besides fixing that.
OpenJPEG recently became very usable as well, thanks to some good work on optimizing it.
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I have no problem skipping over Second life articles. I have problems with Slashdot advertising for them.
As far as not knowing anyone of the 5 million people who play the "game"...I think that is significant. I have
Technical? (Score:2)
An odd title (Score:2)