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Posts Tagged ‘opensim’

Unity3D: Where the Metaverse is Going?

April 29, 2011 13 comments

A year ago I posted my belief that OpenSim is the future of the Metaverse, because there were no really good competitors.  Well there is a competitor that could quickly take over and replace OpenSim, OR it could enhance OpenSim and give it what it needs to become the 3D web.  I’m not sure which, and a good case could be made for either.

Unity3D is a gaming graphics platform that does not need a powerful computer to run on, can be run as an embed on a web page, or can run on many smart phones.  It efficiently handles complex shadows, water reflections, transparencies, atmospheric effects, and complex mesh objects.  Scripting can be done with javascript, and needed assets can be loaded on the fly, so no need for huge downloads.  3D objects can be imported from practically any source.  While it can’t compete with the latest graphic engines, it looks really good.  Unity3D is NOT an MMO or Virtual World platform, but one can be built to fit in, and some already have.

Currently, I know of at least 6 3D Virtual Worlds that use unity3D graphics: Friendshangout, Frenzoo, Gojiyo, NuVera, RealLifePlus, and ResLive.  All are in the early development stage, and none generating a lot of traffic.  Two of those were developed by The Sine Wave Company which will set up commercial Unity3D virtual worlds for anyone for a price.  Reaction Grid, which runs an OpenSim grid for businesses and educators, has created a Unity3D based grid called Jibe which is still experimental, but offers a place to host your own Unity world.

At least 3 companies are providing avatars for Unity3D based worlds. Evolver, N-Sided, and DigiMi (Daz3D).

So you would think with all of this activity going on with Unity3D that this would mark the beginning of the end for OpenSim/Second Life as a platform for the 3D web wouldn’t you?  While it could be the case, OpenSim has some major advantages of Unity. First, its free. Second, it scales well in that you can (usually) have a hundred avatars in a location at the same time without having issues.  Third, it is a lot easier for players to develop and build stuff in OpenSim.  It seems that if we could combine Unity3D’s low overhead graphics and mesh support with OpenSim’s multiplayer infrastructure, that we would have something really awesome.

Turns out, this is already being done.  For starters, Tipodean Technologies has developed a web based client for SL and OpenSim allowing you to visit Second Life or an OpenSim based location in a web browser, without a client. It works by converting SL/OS objects at a location to be viewable in a Unity3D web embed.   It is still very experimental, but showing a lot of promise.  Secondly, we have the Rezzable people who have figured out how to take whole OpenSim regions and turn them into unity3D regions, and they can do this on the fly, so if something changes on the OpenSim region, it changes in the Unity3D view too. Here is a demo of this at Heritage-Key (you will need a Heritage-Key login to try it).  The bottom line is that Unity3D and OpenSim are very much compatible.

The ultimate OS/U3D integration would have the graphical virtual world built in Unity3D, and have OpenSim handle the MMO/Assets/Inventory/Communication back end.  That way both would service their strengths.

If you are interested in becoming a 3D Virtual World developer of some sort. learning Unity3D is going to be an important step.  Here is a good overview of Unity3D development from an SL perspective, and here is what I have been told is an excellent book for beginners.

Avination is the Fastest Growing Grid… WHY?

February 20, 2011 1 comment

Avination
Website: http://www.avination.net/
Registration URL: http://www.avination.com/join.html
Login URI: http://login.avination.net/

In my ongoing effort to check out various Open Sim Grids (which started with this post), I try to watch the trends to see what is popular.  In the past two months one grid has virtually tripled in size.  That grid is Avination.

Avination has from its inception been about “role play” and combat.  Every region is equipped with the CCS combat system for pretend battles anywhere. Region owners can turn it off however.  This is a cool concept, but this is not why Avination has suddenly taken off in popularity.

The reason that Avination has taken off in popularity is because the grid runners advertised their grid. According to a post at Hypergrid Business:

Raising prices and advertising on the radio might sound like unusual marketing strategies for an OpenSim grid, but they certainly worked for Avination.

Avination tripled in size since mid-January, growing from 324 regions to 925 over the past month. The number of users also grew nearly three-fold, from 3,083 to 11,977.

According to grid owner Melanie Thielker, an OpenSim core developer and CEO of OpenSim hosting company 3D Hosting, the grid held a number of promotional campaigns, including running radio commercials in Oregon and on the west coast. The commercials also aired on Web radio and in-world radio stations in Second Life, she added.

Marketing is everything in success it seems.  My visit to Avination proved how popular this place is;  I do not think I have ever seen 30 people on an open sim region before:

And yet despite the popularity, there are dark clouds.  Avination has policies in place that favor the merchants far more than the players.  As a result it is getting a lot of hate posts over at sluniverse.  Also it seems (Illegal) Gambling seems to be everywhere,  and connections between the operators of Avination and the now closed but still infamous Legend City Grid are making a lot of people wary.  Grid owner Melanie Thielker has responded to these criticisms in a well worded post.  I’ll give her the benefit of the doubt, she seems to know what she is doing.

As it currently stands, all of the Open Sim grids are experimental in nature.  Avination is experimenting with an economic model that is more structured than most other grids.  I’ll go out on a limb and say it is not going to work, but I have been known to be wrong on these kinds of things.  Open grids vs. walled off grids, to allow Hypergrid links or not to Hypergrid, toy currency or no toy currency,  sell server space exclusively or let ad hoc servers into your grid: These are a few of the issues currently being discussed and debated and experimented with in the Open Sim community.  I say let it play out and see where it goes.

The State of the Metaverse

January 29, 2011 3 comments

So with a lot of State of the Union, and State of the Nation, and State of the State speeches the last week or so, how about a quick view at the state of the Metaverse?

Growth: None

Second Life has seen no real growth at all in the last calendar year.  This according to their last quarterly reportIMVU seems to still be growing but not at the pace they were a year ago.  Other promising 3DVWs like Twinity and Blue Mars are still barely populated, despite massive increases in real estate to explore.

Open Sim News

The past few months have seen a bit of new stuff in Open Sim.  Version 0.7 was released, proving to be a major improvement.   Open Sim will probably support mesh within days of SL’s support of mesh (whenever that happens).  Some new branch projects are being developed, primarily to work on physics.  Then there is the NASA education project that decided Open Sim was better than SL.

Client News

The push is on to get rid of clients that still run on version 1.  Linden Lab is doing their part by blocking search on version 1 clients.  Open Sim is doing their part by implementing the 2.0 client features like web on a prim.  The Third Party Viewer community is doing their part by making 2.0 compatible viewers that have significantly more features than either version 1 or the official viewer.  See this video demo for the latest Phoenix viewer.

New Years Eve in the Metaverse: Live Blog

January 1, 2011 3 comments

Its New Years Eve, and temps are in the 30s tonight, and the local gigantic New Years concert has Ben Folds playing (yuck!).  So I’m staying in, and party hopping in the metaverse wherever I can find a good party.  I’m cruising multiple virtual worlds, and this may require some update breaks throughout the night.  Also I’m going in blind, not knowing in advance where the good parties are, but here goes.

First up, IMVU.  Haven’t been in here since the last time I blogged about it. First thing I notice is that I am an IMVU Millionaire somehow. Last time I was in game I only had half a million.  It pays to not play apparently.  OK, go to the chat room search, type “New Years” and see what comes up.  Ahh, a New Years Ball…

Decent crowd like the atmo.  Wow its a formal, I seem a little under dressed.  Lets try another scene…

Trying an Adult Pass event. Looks like a boat with fireworks.  Some girl from Britain is here, its 3AM in the UK right now.  What a way to party. Just turned New Years day in Bermuda, off to another virtual world.

And here we are in Inworldz.  The problem with Open Sims is that I have no wardrobe here.  They are playing 80s music, time to duck out.

Decent Crowd at the OSGrid greeting center, so how does one go about finding New Years Eve parties in OSGrid anyways?  Another problem with Open Sims, no event search capabilities.  So where to now?  I haven’t been to Blue Mars in a while.  Twinity either. I’ll probably need new clients for both, so I’m downloading both at the same time, lets see who wins… Twinity by a long shot.

Yay! New Years in Virtual New York City!  6 people, and this is the most crowded place in Twinity right now.  OK Atlantic Time Zone has just had their New Year.  Next up is Eastern Time Zone.  Lets see, has Blue Mars finished downloading yet?

Wow even fewer people for the big New Years bash than Twinity.  OK this place is dead tonight, I need some place that is alive and kicking for my Eastern Timezone celebration.

Hmm, time for an old standby…

There is always a big holiday gathering in Guild Wars!

OK ran out of different worlds, time to check out Second Life.  I found some scheduled New Years events on the SLU board, so I’m going to check them out blind without looking at a map to see if they might be lame.

First Stop New Toulouse.   Nice crowd. Very formal. Good opportunity to dress in my hot red dress.

I checked out a few others, but the New Toulouse party seemed to be the best, so I stayed there for the Central and Mountain Time zone parties.

But for the Pacific I had to check out a nude beach party at SDI

Happy New Years Everybody!!!

Second Life Given Back to the Role Players

October 25, 2010 7 comments

The Tesla Room in the soon to close France3D futuna sim

So I spent a  fair amount of posts devoted to what seems to be a battle of “visions” going on in Second Life.  A string of posts starting with this one I wrote a year ago.  I have written so many I just decided to create a new sl visions tag. Click to see all the related posts.

So here is the story in a paragraph.  There have been three competing “visions” of what SL should be: The role-player vision, the merchant vision, and the 3D Facebook vision.  Since the resignation of the last CEO Mark Kingdon, the temporary CEO Philip Rosedale has systematically disassembled the 3D Facebook vision, largely because it is unworkable (as I predicted).  Because of the resources spent, changes requested by the merchants have not only not happened, but actually they are worse now.  Merchants continue to quit with profits way down.  That leaves us role players basically in charge, and if you have seen the latest re-design of the main Second Life page, you will see, that SL has recognized it as well.  We are back to “Your World, Your Imagination” again (though not in those exact words).

Now a lot has happened under the brief Rosedale administration:

  • Second Life Enterprise Grid – Gone
  • Basic account support – Gone
  • Premium support – once 24 hours, now limited hours
  • Non-Profit/Educational Sim discounts – Gone (or soon will be)
  • Avatars United – Gone
  • X-Street, soon to be integrated into game, currency exchange Gone
  • Teen Grid – Gone (or soon will be)
  • Community Gateways – Gone

Now many of these I am sad to see are disappearing, while others I say good riddance.  What they are doing is simplifying the whole thing.  Simplifying, always a good thing.  The general philosophy is now a “hands off” policy, meaning they are giving us players more autonomy.

Meanwhile, check out where their current development efforts are focused:

  • Mesh
  • Display Names
  • Voice Morphing
  • Wearable Avatar Physics
  • Havok 7 support

Here is what they all have in common:  They are all good for us role players.  If you are in SL because you enjoy pretending you are someone else, whether that is a formal role player in a community, or an informal role player pretending to be someone you are not, then SL seems to be catering to you again, after a couple of years where they weren’t.

Here’s the cloud to go along with that silver lining.  Philip Rosedale has stepped down, and Linden Lab is once again looking for a new CEO.  Furthermore, there is good evidence that the remaining employees don’t really seem to “get” the whole RP vision thing.  Here is hoping they hire someone who does.  Unfortunately, I am not that hopeful.

Wither the Merchant Vision

So there are now two different visions left about what Second Life is, or should be. What vision you are apart of is largely based on what motivates you to play. I call these visions “role play” and “merchant” as a short hand way of understanding them.

There are builders who build for fun, they are part of the role play vision. There are builders who build for profit, they are part of the merchant vision. There is a lot of mixing and gray area obviously.

We can all see that SL has plateaued, and will likely decline soon. This is very bad for the Merchants. It is possible that Mesh could revitalize the market, but I am leaning to the idea that it will radically change the market so much that it is unlikely to help the current merchants.

Most of us Role Players have accounts in other places, especially many open sim grids. When SL closes, we’ll probably spend a little time mourning, then we’ll be elsewhere.  Us non-merchant types will likely move on to Open Sim and start building there. Heck, a lot of them already are. Similarly the various role play communities would move and rebuild as well.

The Merchants don’t have many other places to go.  With no currency, no theft protection, no one to file a DMCA complaint to, the merchants have no desire to move to Open Sim, even if there were no SL.  The market place in SL is one of a kind, the closest is IMVU, and it is about a tenth of the size of SL.

The RPers may have built SL, but it is the merchants that made SL popular, they provide most of the content we RPers enjoy.  We non-merchant RPers are better off with the merchants around, which means we are better off with SL around.

I believe that when SL eventually closes, there will be a new virtual goods market somewhere, innovation abhors a vacuum.  Maybe not of the same nature as SL, but I see other virtual good markets, like Renderosity and various app markets, succeeding in other similar venues, so it is only a matter of time before there is another virtual goods market where creative people can make a few bucks.  This is another topic I have already written about.

Second Life Dumping Teen Grid

August 15, 2010 3 comments

In a stealthy announcement as part of the SLCC keynote.  Philip Rosedale broke the news that Second Life was dropping the Teen Grid.  This is bad news for schools that use Second Life Teen Grid as a learning platform for students.  (For those schools affected, I’d recommend Reaction Grid as a PG alternative.)

Those of us who observe what is going on knew this was coming a long time ago.  With Zindra and the added A rating, the adult parts of Second Life are cordoned off from eyes that should not be seeing them.  This made the Teen Grid obsolete.  And, lets face it; most of the under aged SL players were signing up for the main grid anyways.

Schools interested in using SL as a platform for giving students an opportunity to learn 3D art and graphics, should consider Open Sim in my opinion.  Stuff built in Open Sim can be moved easily enough to Second Life, and you can build a secure grid just for your school, or if you want to open things up to other schools, or allow students to create from home, you can join Reaction Grid, or Science Grid.  Many schools and colleges have done so already.  It also saves money.

It shall be interesting to see what happens when they merge the two worlds.  I’m kind of curious to see if there is anything in Teen Grid worth seeing that cant be found in the main grid.

The Problem of a Multi Grid Economy

May 4, 2010 6 comments

My last post was about the slowly being developed 3D Internet, which I am guessing is likely to be built on the Open Simulator platform. There are other open source platforms in the competition, Open Cobalt is one I mentioned, while Open Wonderland is one mentioned in the comments. For completeness sake, I should also mention Sirikata, another open source platform.

Don’t expect a battle royale between these different open source platforms.  It is possible that in the end, they all might work together.  The IEEE (a major engineering organization that develops standards for web protocols) has put together a workgroup called VWRAP (Virtual World Region Agent Protocol).  The group’s first easy to read paper on the topic can be found here in PDF form, if you are more technically inclined, you can read their preliminary drafts here.

From a Second Life perspective, a 3D Internet presents many challenges.  The biggest one on the minds of most people is “How do I make money?”  Because of the open nature of a 3D internet, any rules regarding permissions and copying simply cannot be enforced.  The Second Life economic model will not work.  There will be money making opportunities on the 3D internet, but the buying and selling of 3D goods for virtual cash can only be done in a closed off system like Second Life or an individual Open Sim grid.  The 3D internet will involve multiple grids and possibly multiple platforms.  Moving stuff from grid to grid, platform to platform, and avatar to avatar makes the SL economic system worthless.

Second Life’s Flawed Intellectual Property Policy

Before discussing what a multigrid economy might look like, lets take a look at the biggest weakness with the Second Life economic model.

Second Life is the first ever to try creating a virtual economy where people retain ownership of their creations. When Second Life decided that was what they wanted to do, a lot of people said it was unprecedented and would never work.

Guess what? It doesn’t work!

There are two court cases right now, one I mentioned here, and another detailed here.  Both take issue with SL’s Intellectual Property policy from two different perspectives.  While neither case has been tried yet, these cases are the apparent cause of  Second Life’s recent rather draconian Terms of Service changes.

The problem with making an unprecedented policy is that the legal ramifications are unclear, and it may cost quite a bit of legal fees to hammer out clarity in the courts, a price I am not sure LL is willing to pay.  Eventually, Linden Labs is going to have to change to one of these two proven models:

1. The There/IMVU/Facebook/MySpace model where “We own everything you upload, so you can’t sue us if your stuff is copied, or if we remove your stuff, because we own it, not you”.

2. The Internet Host/OSGrid/Google model where “We just sell the server space and index stuff for search, so solve your own damn Intellectual Property issues.”

SL Beta member Oz Spade made a good response to this:

I think LL intended to do #2, but wasn’t doing it fast enough or in the right ways. I recall when they first announced this whole IP thing and people were asking questions like this and the answer was “well eventually we want to be like an ISP or Linux distributor or website hoster, we host, provide access to content, and support and you do everything else.” Which is fine, and would work if they really were going for that model and not sitting on their ass trying to sweep up the cash. The problem they’re having is relinquishing control because, well, they’re a company, and not a non-profit.

The other problem with that model is, in the example of the ISP/hoster you still have to respond to take down requests and “violations.” The difference between LL and the other models is, with the other models your content can go with you, i.e. you can have all the html files on your computer and take them to another hoster. However with SL, your content, if you play by the rules, can only be accessed via SL grid. So in reality they aren’t really providing only a hosting service, which is what fucks them and is completely their mistake / stupid-attempt-to-keep-out-competition-that-might-use-their-software-features. It’s like if to host a website on a hoster you had to write your website in a special language that could only be written and hosted on that hoster and you couldn’t convert it to html without hacking around.

So basically they made a legal decision before they had worked out all the kinks in the technology that uses it. Or had made a legal decision without wanting to fully commit due to money/selfishness/whateverdouchery.

The first thing they should have done when saying “you own the IP” is make sure that you can take that IP with you, that you actually DO own it. And this is what people have been screaming for since they announced it and why we have things that people freak out about like “copybot” and other ways to “illegally” copy objects/etc. If LL had ignored the douches freaking out about “holy shit people will steal shit!” and actually implemented backup features properly that allowed content to travel with the creators, we would be avoiding a majority of this bullshit.

Seems spot on to me.

And another problem I have not even mentioned is the conversion of dollars to lindens and vice versa.  Linden Labs has insisted that the “Linden” currency has no real value outside of the game, and yet nobody believes that.  Lots of virtual worlds, both 2D and 3D, have virtual currencies exchangeable for money.  If a court were to rule that these virtual currencies should be treated like real money, it opens a whole new can of worms legally speaking.

Linden Labs is not going to be able to straddle the line between IP freedom and IP protectionism for long.

Eventually these legal difficulties could eventually follow over to other grids, or other grids could take this as a precautionary lesson and try something else.

A Possible Open Grid Economic Model

The SL economic model can only possibly work in SL, because there is one entity that controls all the asset servers.

In an Open Grid model with cross grid travel and communication there will be hundreds of asset servers controlled by hundreds of independent companies, just like the 2D internet is controlled by hundreds of web hosts. In the case of avatars, everyone may possibly host their own avatar outside the grids, so we could be talking thousands of asset servers.

An OpenSim grid is going to have to toss the whole SL paradigm out completely. Forget about inventory, selling individual units, and permissions, it won’t work in an open grid.

The open grid must work as a true 3D internet, with the internet as a paradigm.
Region = website
grid = webhost
inventory = stuff you store on your computer or via “cloud”

Think of the way the internet works now. If I have a website, or blog, or facebook account, etc. I can easily copy pictures, text, scripts, music embeds, etc, from other websites and post them on my web site. Its my responsibility to make sure I have the rights to what I post, but of course, most people don’t check the rights of everything they post. Since most sites are non-commercial, and visited by very few people, nobody gives a damn mostly.

On the other hand, if a site gets popular, and designed to make money, or has a big company behind it, then that website will be required to have the rights to all content on that site, or find itself with a cease and desist notice, or the web host might get a take-down notice and suddenly your site is gone.

This is the way an open grid has to work as well: everything is full perm, but copyrights are still in play.

What is needed are sites similar to Renderosity for open sim grids. Nothing on Renderosity is ever copy protected, because it makes it unusable. Buying a file is not what is important, it is buying a license, which is why most things are overpriced at Renderosity, but if you are using Renderosity objects for a commercial project, you damn well better have a receipt.

That has to be the model for open grid as well.  For example I make a couch object that in SL could sell for maybe 100L. For Open Sim I sell a commercial license for $10 or about 25 times the SL sales price, which I sell on a specialized website.  If someone buys it, they get a full perm object that they can edit, or copy, or give away, but can’t legally sell.  Most Open Sim grids have no in world currency so I can’t sell there anyways. I could try to post it for sale on a specialized website, but if the website is a legitimate one, they could investigate the origin of the items on sale on their site and prevent resales.

Because the object in world is copyable, why would anyone buy a copy when they could just grab a copy in world? Well that is where the “Internet” paradigm takes over. You could just grab a copy and post it on your region, but if the region is commercial in any way, you damn well have a commercial license for the object or be potentially subjected to litigation or grid take down.

The big money in Open Sim is going to be in the building of commercial regions for clients. Professional region builders who want to use your couch will definitely pay the $10 for the license to use it, just as the region builder expects to be paid for use of his region model for anyone that uses it.

I have proposed this idea to many, the primary objection is that it will limit the people that make money to only the best creators.  I’m sure that other methods of making money on the 3D internet would emerge that we have not thought of yet.  My primary point is that the SL economic model is not one we can (or should) consider.

Why Open Sim is the Future Metaverse (and why it is not the present)

April 25, 2010 11 comments

I have been following the Open Sim development for a couple of years now. Some of the latest developments have convinced me that if there is ever going to be a 3D internet, it will be based on Open Sim. I say this knowing that Open Sim currently has a rather low population of participants, low enough that one could question the sanity of such a statement.  Well here is a brief summary of this conclusion.

What is a 3D internet?
A 3D internet is one that is navigable in 3 dimensions rather than two. Instead of websites, you have explorable regions. Instead of 2D text chatting, you have 3D avatar chats.

Why is a 3D internet inevitable?
Sometimes things can be explained easier visually rather than textually, and 3D often gets visual points across better than 2D. For example if you are a photographer with a website, and you want people to see your photographs and find the ones they like best for purchase, the “slideshow” approach is a bad way to do it. After the 4th or 5th click, people start to wonder if it is worth it. Immerse the visitor into a 3D gallery of your photos and people will venture around, allowing them to find the pictures they most like fast.

Hyperlinks in 3D

The thing that got me interested in talking about the 3D web again is the recent development of  “hypergrid” teleporting.  Teleporting from region to region is easy if your start point and end point are on the same grid, but the 2D World Wide Web is built on the ability to move from page to page, where the pages are often on different sites and different hosts.  The development of a 3D web requires the ability to move from grid to grid, and from host to host.

While far from perfect, that obstacle has been resolved.  It is now possible to move from grid to grid without needing to create accounts on every grid or closing your browser.  The picture above is the OSGrid me meeting the Reaction Grid me after clicking on a “hypergrid” link.

It works similarly to the slurl’s in SL except if your destination is on a different grid, your avatar is uploaded to the new grid and your name changes to firstname.lastname @ gridyoucamefrom to prevent conflicting names. It is really cool when it works, but unfortunately a lot can go wrong.  Instructions can be found here, if you want to try it.

Not all hypergrid enabled regions can reach all other hypergrid regions.  Took me about a dozen tried to find a combo that worked.  To get from OSGrid to Reaction Grid, I found a region called Hypergrid Market Middle on OSGrid (a very boring place BTW), then clicked on this link: secondlife://hypergrid.reactiongrid.com:9009

Eventually all the bugs will get ironed out and an independent 3D web will really start to develop.

Why will the 3D Internet be based on Open Sim?
It wont be Second Life.  There are many reasons. First, a 3D internet cannot be controlled by one company.  Second, it is inappropriate for a 3D internet to be under a virtual economy if it is going to be universally adapted.  Thirdly, the designers of Open Sim are moving away from SL’s strict protocols.  Open Sim regions no longer have to be strictly 256m x 256m, they can be larger.  Researchers have managed to put 200 avatars on a single region, and have run up to 40 regions on a single server.  Open Sim offers a flexibility that SL cannot offer.

It wont Be Blue Mars, IMVU or any other current 3D Virtual World. These all do what they do well enough, but they are all designed to be proprietary.  IMVU is strictly a chat program in 3D, Blue Mars is a gaming platform.

The only real open flexible 3D platform that could be competitive is  OpenCobalt.  It interfaces with Google protocols allowing Sketchup KMZ files used in Google Earth, allowing import of the huge library of 3D objects in Google’s database, as well as in the OBJ format.  This is stuff OpenSim still can not do.  My knowledge of OpenCobalt is small, but there are three reasons why OpenSim will win: 1. it is already proven scalable technology, 2. More developers are working on Open Sim than OpenCobalt, 3. It is a lot easier to add KMZ and OBJ support to OpenSim than it is to add the OpenSim scalable multi-region stuff to OpenCobalt.

Of course, something designed from scratch could be better than OpenSim, but it would take years to develop, and OpenSim has a huge head start.  Network protocols could be designed to replace TCP/IP as well, but would never be implemented because TCP/IP is too well entrenched.  I believe we have reached a point where we are stuck with OpenSim.  Improving the platform is easier than rewriting it.

If OpenSim is the future, why is it not more popular now?
This is a very valid question.  SL has more than three times as many regions (32,000) as all of the OpenSim Grids combined (10,500).  The OpenSim grids are growing at a rate of 10% a month so far this year, while SL has only grown 1.4%.  That’s the best stat comparison.

SL has more than 500 times the number of accounts as OpenSim, and over 100 times the number of active players.  At any given time, about 60 to 70% of all regions in SL are uninhabited. In OpenSim, that percent is closer to 99%.  OpenSims one advantage is cost.  It costs 10 times as much to get a dedicated region in SL as it does to get one on OSGrid, but your SL region is 100 times more likely to get visitors than in OS, so if you want visitors, the premium is probably worth it.

Why the horrible stats?  I like to think of the 2D internet as it existed 20 years ago.  SL is AOL, and the WWW is a couple of years away.  The people who were on the web at that time were students, researchers, hobbyists, some businesses and governments.  So who are the few people on OpenSim?  students, researchers, hobbyists, some businesses and governments.

When it became obvious that the open WWW was superior to AOL, everyone flocked to WWW.  I’m hopeful that history will repeat again with OS and SL.  On the other hand, maybe it is more accurate to think of SL as “Windows” and OS as “Linux”, and OS will be forever stuck as a niche platform despite its parity.

Rezzable’s Fantastic Private Grids

April 19, 2010 1 comment

Continuing with posts about Open Sim grids.

Rezzable used to have an amazing showcase of regions in SL. Their offerings in SL are now significantly smaller due to cutbacks, there are only three left last time I checked.  They have been busy making new sites to behold on two Open Sim grids that they own and operate.

Heritage-Key
Website: http://heritage-key.com/
Avatar Registration: http://heritage-key.com/user/register
Login URI: http://login.heritage-key.com/

Heritage Key is an experimental educational grid reminiscent of The Forbidden City where you can explore and interact in 3D simulations of historical settings. Currently you can take historical journeys of Stonehenge in England and The Valley of the Kings in Egypt. There are multiple builds of both places at different time periods.  If you venture towards any of the people, they will tell you their story.  Its a fun and different way to learn.

Heritage Key is not a complete Open Sim grid implementation. There is no building in this grid. Rezzable would prefer you to download their special driver with a more basic interface for first time users, but the loginuri setting above allows you to use Hippo Viewer just fine.  The lack of building means I can’t load my standard hair, but there is a large collection of free hair and costumes to choose from.  I was able to load my shape and skin textures though.

Rezzable Alpha Grid
Website: http://rezzable.com/
Avatar Registration: http://rezzable.com/user/register
Login URI: http://login.rezzable.com/

The Rezzable Private Grid is mostly a showcase for the artists at Rezzable. Their most famous builds like Black Swan and Greenies Living Room and Backyard are here (where’s Carnival of Doom?), but also a couple of new artistic builds by Bryn Oh, builder of Immersiva and The Rabbicorn Story (now closed) in SL, and Madcow Cosmos, whose brain is even stranger than mine.

These two grids are definitely worth the time to register and check out.  The people at Rezzable have been doing quite a bit of great original 3D artwork in this new medium.

Setting up a Simple Open Sim Sandbox on your hard drive

April 14, 2010 9 comments

This is an edited repost from last August.

Most people that play Second Life, run into this problem eventually: You want to build stuff, and cant afford a lot of land, so you go to a sand box region, and when you go, its laggy and overcrowded.

Why is it even necessary to build stuff in world anyways? We can make our own textures and animations offline using other programs then import them into SL. Why cant be build objects in a third party program and import them?

There is a solution with OpenSim. You can create a free, lag free personal sandbox island on your own computer and build what you want.

I heard horror stories about setting up an Open Sim server of my own. Unfortunately, instructions to set it up are often overly technical and have the format “if you want to do this, then A, but if you want to do that then B.” A lot of tutorials want you to compile the latest source and set up another database, none of which are really necessary.

All I want to do is set up an Open Sim sandbox on my own hard drive. I’m not looking to connect it to a grid, or invite my friends to connect to it. I just want a free place to play and experiment. How difficult is that?

Its not difficult at all. Here is the process for Windows PC’s in four easy steps:

Note: If you already  have an earlier Open Sim set up, back up your build in an OAR file, and your inventory in an IAR file, so you can reload them later, then completely erase the old files before beginning.

Step 1: Download and unzip the latest Open Sim build. They now have a zip file for PC’s that makes loading Open Sim on your hard drive really easy.  You just need to know where you want to unzip it to.

The download page is here.  The file you want for the PC is http://dist.opensimulator.org/opensim-0.6.8-binaries.zip

Step 2 : Open the directory you installed the program to, and find “opensim.exe” if you have a 32 bit version of windows, or “opensim.32bitlaunch.exe” if you are running a 64 bit version. Right Click and “create a shortcut” and move it to your desktop. (Vista and 7 users only: Right click on the shortcut you just created and go to Properties, then the “Advanced…” button, and check “Run as Administrator”). This is needed to get all the permissions right. Every time you launch the shortcut you may also be asked to “allow” the program to run. Its a very minor inconvenience.

Step 3: Run Opensim for the first time. The scary part is that it will look like a DOS command prompt which you may not be used to. Don’t worry its easy. It will ask you to fill out a bunch of initial settings. You need to make up a first name, a last name, a password, and a server name. The rest of the settings you can just press enter to use defaults.

Step 4: Right click on your Second Life shortcut, and create another shortcut. Right click on this new shortcut, rename it to whatever you want, maybe something clever like “Local Life”. then in the “Target” section add the following info the the end of whatever is there already:

-loginuri 127.0.0.1:9000 -login firstname lastname password

The last three things should of course be whatever you made up in step 3. Launch shortcut!

OR Step 4: Launch the Hippo Viewer (downloadable here) and put your name and password in, then select “local” on Quick Grid Select and sign in. If you plan to do some building, this is better as the Second Life client does not support building with prims bigger than 10 meters on any side.

The first time on you will probably see a puff of smoke on top of a small round dome shaped island. Going into inventory under Body Parts you can create then wear a new shape and new skin. If you still see a puff of smoke press ctrl+shift+R to rebake your texture.

Note some third party viewers do not work in Open Sim, especially the Emerald Viewer.  This may change in the future, but for now stick with the Second Life client or the Hippo Viewer client.

There you are on your new island. There are no shops to buy stuff and you will have to load all your own textures, build your own stuff, and basically start from scratch. But at least there will be no lag. For help you may want to consult the opensim wiki page.

Free Content

If you feel lonely stuck on this tiny atoll with nothing visible in any direction. I found the following free content you can download and load to your private server.

Here is a decent OAR file you can download (read the thread for details).  If you do not know how to import OAR files to your private server, read this page.  It will create a city in the clouds high above your head along with teleporters on the ground so you can easily reach it.  You can edit to your hearts content.

Here is a decent collection of freebies in an IAR file you can download into your inventory. If you do not know how to import IAR files to your private server, read this page.  This should give you a decent collection of props (including trees, campfires, etc) to make your island less barren.

Moving Content from Second Life to Open Sim Using Hippo Viewer

You say you have too much invested in SL to move over to OS?  There is a simple and free way to move your own prim based content, and full perm content from SL to OS without getting a paid program like Second Inventory. This also works with the Meerkat viewer for Macintosh computers.

1. Go to SL and select the object in world. Right click and select “more” then “more” again, then “Export”. Save item as an XML file on your hard drive.

2. Quit Hippo and go to an Open Sim grid of your choice. Click “File” then “Import” then “Upload Textures + Import”, then select the XML file you saved. Instantly the object appears in front of you.

If you can find some nice full perm prim hair or prim shoes in SL to export, you can look stylish in OpenSim. Demo Video.

Have Fun!

I may eventually write about upgrading the database on your home grid and connecting your build to the OS Grid, but these are more complicated, and I have not even figured them all out myself yet.

For now I have a sandbox to play in and build stuff… FREE!

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