Second Life Faces Open Source Challenges 198
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."
Re:My biggest problem with Second Life... (Score:2, Informative)
Re:Other servers won't matter (Score:2, Informative)
Re:Does anyone actually use Second Life? (Score:4, Informative)
Re:Does anyone actually use Second Life? (Score:2, Informative)
Is Harvard an unaccredited university? Someone needs to tell them that, since they've conducted class in Second Life.
Re:Other servers won't matter (Score:3, Informative)
There's actually a few alternative grids with a reasonable number of users.
osgrid.org [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.
Re:Other servers won't matter (Score:3, Informative)
There's some truth to that, but with the hundreds of third-party Ragnarok Online servers [xtremetop100.com] 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 [wikipedia.org]
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.
OpenSim grids (Score:2, Informative)
Worst programming environment EVAR! (Score:5, 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.
Re:Does anyone actually use Second Life? (Score:3, 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".