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Unrest in Cyberspace

Continued from page 1

By Wade Roush

Friday, May 04, 2007

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The world of Second Life is divided into thousands of individual regions, or "sims," each 65,536 square meters in area (about 16 acres). Linden Lab's data facilities include more than 20,000 servers, each running one to four sims. The simulation software controls everything going on in its sim, from rendering the terrain and the 3-D models that make up the environment to animating members' avatars, retrieving their inventories, performing searches, sending instant messages to members in other sims, and communicating with storage databases. If an avatar crosses from one sim into another, every bit of information about that avatar must be handed over to the new sim. The more sims Linden adds to accommodate new members, the more communication goes on between sims, and the greater the burden on each server and on the "backbone" lines connecting them.

"I don't believe [this architecture] is scalable, at least not to the sizes I want to see it scale to," said Zero Linden, a "studio director," or software development manager, at Linden Lab, at a smaller meeting on May 2. (Linden Lab identifies most of its employees only by their in-world names, which always include the surname "Linden.") But there are "major architectural changes underfoot," he says, designed to reduce the need for constant connectivity between servers.

The new architecture, briefly referenced by Ondrejka and described in more detail by Zero Linden, would divide up responsibility for each sim into two new classes of programs. "Agent domain" programs would be solely responsible for avatars and their inventories, while "region domain" programs would simulate the environment and its physics. This way, information about an avatar would stay in one place even if the avatar itself crossed sims. "We don't need to push responsibility around as much," Zero Linden notes.


Zero Linden says that the company plans to roll out this new architecture sim by sim, probably starting in 2008.

But that's too late for many members, such as Cristiano Diaz, a software developer based in Miami Beach, who wrote and publicized the open letter with help from other disgruntled Second Lifers. Like many other residents, he says that he's saddened by the bugs and by the real economic hits reported by members who have lost inventory or suffered other disruptions to their business. "For a long time, it has felt like the promise of what Second Life can really be is being hampered by technical problems and mismanagement," says Diaz. "It is frustrating and discouraging to watch something you are passionate about languishing because of so many problems."

But at the town-hall meeting, Ondrejka was insistent that conditions will improve if Linden Lab developers and Second Life residents can work together to ride out the current hiccups. "Patience obviously helps, but more than that, please help the community build the pieces it needs to make Second Life a better place," he told the audience. "If you are a programmer ... come work for us. If you have bugs and can reproduce them, add them into our public JIRA [Linden Lab's bug-tracking system]. As Bill and Ted would say, be excellent to each other."

Comments

  • Live in real world, hate real world. Live in VR, hate VR.
    Perhaps I've just been through the whole online social networking phase of my life earlier than others and I haven't found the addiction, but I still wonder why people run from the real world to a virtual world and then get mad when the virtual world isn't working for them either! It's one thing for a VR world to have bugs, this is the nature of computer programming, but for people to become so upset about losing "virtual property" that they've invested so much time in I find it ridiculous. If these people can support virtual businesses and prosper in a VR world, then perhaps they would be better off trying the same thing in the real world. It seems to me like these people are afraid of the real world and experiencing real life.
    Rate this comment: 12345

    Buckwheat469
    05/04/2007
    Posts:33
    Avg Rating:
    3/5
    • Re: Live in real world, hate real world. Live in VR, hate VR.
      Don't be so hard on people. You don't know they're running from the real world. I don't play the game, but the people I know who play, mostly play at night instead of the typical watch TV.

      It's just another way to have fun, and most people can keep it in balance.

      As far as being unhappy with the game, well who wouldn't be unhappy if any computer app wasn't working that you paid for.

      If I bought a deck of cards with a missing Ace of Spades I'd be unhappy about it and that's only a buck.
      Rate this comment: 12345

      asdar
      05/04/2007
      Posts:69
      Avg Rating:
      4/5
  • [no subject]
    Second life is not the first massive multiplayer game to run into these problems, and they will not be the last. They just need to get the problems worked out, and do it before a large percentage of their players get fed up and move on to the next big thing.
    Rate this comment: 12345

    zig158
    05/04/2007
    Posts:64
    Avg Rating:
    3/5
  • Time to check out Active Worlds
    Time for all those that ditched Active Words (www.activeworlds.com) to come back and see the new and improved user interface and many new features that have been added. They have worlds that are as large as the state of California with lots of free land to build upon.  When in doubt, check it out. It's been around since the early 90's and has millions of objects to use in the creation of your worlds.  I've had an account with them for over 5 years now and it’s come a long way. Why not invest your time and money in a virtual world with a company that has spent the time to iron out the bugs with support staff on-line to assist you when needed. 

    Stop waiting for Second Life to be fixed when what you need has already been built and waiting for you too move on in. 
    Rate this comment: 12345

    MrWireless
    05/04/2007
    Posts:2
    • Re: Time to check out Active Worlds
      I think the reason is in your description of Active Worlds.  The folks most passionate about SL are the ones who want to build and script their own content, not simply use what some developer has created.  The dynamic of user created content is the yeast that drives the ferment of SL (technical supportability issues aside).  And this, combined w/Linden Lab's stance on IP, is also the reason outside companies (read IBM) are looking at SL as a platform for future business opportunities.
      Rate this comment: 12345

      LAH
      05/04/2007
      Posts:1
      • Re: Time to check out Active Worlds
        Besides the millions of objects that are available, Active Worlds also provides the tools to create your own.  There are thousands of user created worlds that contain objects, scripts, and even avatars that where created by the world owners.  The advantage here is that you can pick from the ready made objects from the numerous object yards available or create your own.

        If you looking to create your own virtual house, city, or mountain to ski down, all the tools are there to build whatever you imagination can come up with.
        Rate this comment: 12345

        MrWireless
        05/04/2007
        Posts:2
    • Re: Time to check out Active Worlds
      This whole argument is ridiculous. You just can't compare SL and AW.

      AW is geared towards people who are more interested in the technology and in creating something truly original. Needless to remind you how long AW has been around...

      SL is practically a big Casino. Black Jack, Hookers, you got it all there. It's a pre-packaged  environment where virtual lifestyle costs real money which makes the whole concept even more embarrassing for the non-corporate folks (the consumers), who decided to throw money in the Second Life's black hole.

      I'm a 3D animator and i always wanted to have my portfolio displayed in virtual reality, but NOT in SL. I prefer to budget my money into something that i can truly call mine. Something that i can truly control and manage in a way that i don't even need to create boundaries or having people bounced off because they stepped on the wrong tile.

      And if someone wants to buy my services they can click on an object and open a WEBPAGE. Yes, a good old HTML webpage, stable, reliable and lag-free.

      I'm not surprised people began to get pissed about  SL, it was just a matter of time.
      Rate this comment: 12345

      fabiobasile
      08/19/2007
      Posts:1
    • Re: Time to check out Active Worlds
      Concerning the previous poster's attempt to lure us back to Activeworlds.  While my experience was quite good and functional, Activeworlds also used to host a personal web page in 3-D for its users who paid a fair amount of money to keep That up and running. Activeworlds pulled the plug on those personal pages, and after years of telling us it would be corrected, they have yet to offer the pages to anyone who had them in the past, much less anyone in the future. They have not even bothered to simply leave a message to let people know that the feature has been shut down. The keep allowing people to select the "homepage" feature, only to be told that it will be functional again soon. That was at least THREE years ago. Please.
      Rate this comment: 12345

      germanized
      07/13/2009
      Posts:1
  • Bizino in Second Life
    Second LIife needs cash.  What better way to accomplish the need than www.bizino.com.  Bizino invesment gaming is just fine in SL. What could be more fun than building virtual wealth in a virtual virtual world. Bizino could launch in Second Life anytime. If not, maybe it is time to launch Third World Life as a place for emigrants to move, to replace Second World. Bizino could fund the new immigrants. Business plus casino makes Bizino.

    Charles G. Nutter, CEO Silacon charles@silacon.com 
    Rate this comment: 12345

    Silacon
    05/04/2007
    Posts:46
    Avg Rating:
    2/5

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