Baba Sucks

Sucking up the web

3pointD Meetup Today

The 3pointD meetup is planned for today at 5PM PST(SL Time). The idea is to get a buch of people who are interested in the metaverse and virtual worlds together all at once and share their thoughts on metaverse sustainability, mash it all up and come up with some good ideas for the future of this emerging medium.

If you plan to attend, be sure to RSVP with Walker Spaight in-world or leave a comment on the 3pointD post about the meetup.

Read on for the tenative schedual from 3pointD

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Tech Conference Show Interviews Babbage Linden

Babbage Linden recently attended the European Open Source Convention in Brussels. The Tech Conference Show caught up with him for an interview about open source in Second Life. 

He talks about the mono implementation and also mentions Linden Lab's future goal to open source all of Second Life. Licences and legal issues still stand in the way. Also, Second Life is not just a tool. It is a platform which people rely on. 

Babbage Linden's Interview at EuroOSCON

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Don’t get it? You don’t have to… Yet

This started as a comment in response to a blog post by Robert Scoble titled 'On not getting Second Life'

Some people think Second Life is a geek thing. A techie paradise with no real purpose beyond being a cool toy. The truth is, many many people don't get Second Life because it's still very much in development. I can't say that it will become the new Internet. I can say without a doubt it will not replace the flat web.

So, who is not getting Second Life?

The average person doesn't seem to get Second Life. Is it a game? It's got to be a game, just look at it. It's in 3D, and it has little people in it who you move around. Some people don't like games, so they dismiss it. The rest think, "Oh yeah, I like games," and then they look for the objective. When they find none, they decides it's a very bad game, and they dismiss it. The ones that get past that find something that does interest them. It's still kind-of like a game, but

Most geeks don't even get Second Life because they look at it in say the themselves, "Is this my concept of the metaverse? No, it's not there yet." and then they dismiss it. It's not there yet, but it is coming.

For most users or residents, as Linden Lab likes to call them, of Second Life it is a game; a socializing game where they get to buy the latest flash and show off to their friends. The fact is, most of what you will see in Second Life is the Myspace or AOLer crowd gone 3D. It's easy to buy some flashing particles and a trashy outfit and congregate somewhere.

Why should you pay attention to Second Life?

The more important stuff that goes on in Second Life is not quite so flashy. BlogHUD and similar products are the exception to that. Those are the end user applications of the evolving technology. The less flashy development is what is going on with the back-end at Linden Lab and with external projects like libsecondlife .

libsecondlife provides an open source client networking layer that mimics the official Second Life client, which provides third party applications access to in-world resources. Things in development include Instant Messenger applications for various platforms such as Palm and cellphones, account management tools to organize your inventory or transfer funds between accounts, and importing of models from blender using a customized format. Linden Lab has shown great support for the project, though they are unable to share the protocol with developers because Second Life is still closed source.

As for Linden Lab themselves, they are moving towards more consistent protocols, and implementing capabilities through a REST-like interface.

The current system relies on UDP templatized by a message system that changes constantly with each new release as well as XMLRPC. Each change to the message template requires grid downtime for the update. XMLRPC is currently being used for all agent region changes, instant messages, on-line notification, and other  miscellaneous services in Second Life. Linden Lab has questioned the scalability of this system, because the query result cannot be easily cached.

Phoenix Linden says on the Linden Lab Ops blog in his post Second Life IPC,

This lack of easy caching has a price. Today, 20% of the central database CPU load is agent online status queries.

The REST capabilities interface will allow system resources  to be delegated from the simulator to the client over HTTP as well as offer the inherent cachability of the protocol.

Donovan Linden explains the process  this way,

So, how can we apply capabilities to this system? Well, the viewer has a trusted connection to the sim, and the sim has a trusted connection to the data server. This is why in the old system, all the data had to be shuttled through the sim to the viewer, instead of directly from the data server to the viewer. We couldn't allow arbitrary viewers to request arbitrary data directly from the data server. We will use capabilities to delegate authority from the sim to the viewer. 

When a viewer connects to the sim, once the sim has determined that it trusts the viewer, the sim will grant a capability. This process is very simple — the sim simply goes to the capability proxy and says "I would like to allow someone to access a url on the data server". The capability proxy makes a new unguessable url, creates a mapping between this public url and the private url, and returns it to the sim.

It's not just REST. The Mono powered scripting engine has been in development for some time now. This will allow for Linden Scripting Language to compile to CIL which stands for Common Intermediate Language, and even the inclusion of Mono/.Net languages like C#.

What happens in Second Life, stays in Second Life.

Not likely!!! Second Life is busting out of this closed system virtual world mold, and heading for integration. With the development of web-services and  the Mozilla browser in Second Life, the users of Second Life will be spreading themselves onto the 2D web from within Second Life. Streaming makes sense. Second Life streams all 3D content and other assets on demand. Second Life has terabytes of content. More content than you ever want to put on your hard drive. At the moment it's all streamlined primitive objects, but bandwidth and processing power are constantly scaling up. Before long, it will make sense to stream raw vertices.  With updated graphics and a powerful programming language available, developers will be freed to create almost anything at all.

Beyond just adding features to Second Life, there is Linden Lab's vision of Second Life as just another way to access the Internet. Linden Lab envisions millions of Second Life servers in the future. They could never host them all themselves.  It's been said several times over the past several years that Second Life will at some point become open source. If they want to reach a million servers, I think open source will be a requirement. Developing and supporting a technology that is used by millions requires at least one of the following. Open source development, or a huge backer like Microsoft. Linden Lab is not Microsoft, and they don't have a business model that will allow them play on Microsoft's level.

To sum it up, Second Life has access to the 2D web from inside the client. In the near future Second Life will have a REST-like capability interface for webservices, and aplications developed Mono/.Net programming languages in world.  Linden Lab intends to open source the server and client at some point. 

Second Life is not a closed system, and at some point it's going to have an effect on how you view the Internet. In the future, Second Life may become just another interface to the wide open Internet.

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Theory or the Future?

A Fanboy's Prediction (satire)

Nintendo is keeping secrets for each day of the show with increasing hype levels each day until they reach a critical hype level, and then…

BOOM! Wii preorders go up and on inflated hype hysteria 30 million Wiis are preordered. Nintendo stocks surge on new analyst predictions, Nintendo eclipses both Sony and Microsoft in valuation, there is a minor stock sell off to generate some operating capitol. Global marketing starts and hip trendsters start talking about Wii.. Live Wii demos on MTV with Rapper 50 cent blastin off some caps, scoring points with all the kids who think they're baddddd ass! Preorders skyrocket some more after all this to 60 million just before launch…

Nintendo uses all this growth to put Wii into massive production and they reach a price point per console of about $85(average about $130 including early production) while selling them at $200, or 175 in unit's of 1000 to stores. Nintendo continues to sell the console at $200 for about 6 months reaching the 120 million console mark and then drops the price to $150(130 to stores). Sales surge to 180 million to close out the year… Nintendo becomes the most highly valued company in the world, with 386 million Wii in homes around the world, beloved by all except a few staunch PS3 supporters who are just too upset about spending $600 on a console that dies after 4 months.

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