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Standards For Interconnecting Virtual Worlds

Posted by CmdrTaco on Wed Sep 19, 2007 07:59 AM
from the can-i-hearth-back-to-everquest-yet dept.
Tao Takashi writes "Linden Lab, developers of the popular 3D platform "Second Life" started to think about an open standard for interconnecting virtual worlds. The motivation behind this is to make Second Life more scalable but also to allow connection of other grids not hosted by Linden Lab. The process of defining components and protocols is supposed to be handled completely in the open with community participation. When finished the protocol documentation is supposed to be submitted to standard committees such as IETC, W3C etc. The discussion has already started on the Second Life wiki and you can also find a first architecture proposal by Linden Lab."
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  • Whoo hooo! (Score:4, Interesting)

    by suso (153703) * on Wednesday September 19 2007, @08:00AM (#20666265) Homepage Journal
    Cool, I'm glad there are some smart people there at Linden Labs. I've been thinking about this for a while now, that there needs to be some group for developing such a protocol. Basically, this standard would encourage people to run their own servers and that's where it would really take off. Give people ownership, and they will run with it. Now all we need are 80 core processors and gigabit wan connections to the house.

    I only hope that if they are altruistic enough to see the value in doing this, that they are good enough to make it as open as it should be.

    Or else it could end up like this [suso.org]
    • Thank I haven't been Rick Rolled in a while. Hey.. Its better than G**tse...
    • Before LL can even connect other virtual worlds together, they need to fix issues with keeping their sims up in SL. Seriously, had they bothered to invest in some real hardware, and give each sim it's own dedicated server, I wouldn't be getting slammed from one sim to the next five to six times daily as a sim crashes.
      • Re: (Score:3, Informative)

        They have "PPremium servers". In normal conditions 4 sims run on a 4 core machine. With premium servers they run only one sim on such machine. There are also slow, discount servers which run 8-16 sims on a 4 core machine. This crashing is just from bugs which are just everywhere in SL.
    • Re:Whoo hooo! (Score:4, Interesting)

      by Rob T Firefly (844560) on Wednesday September 19 2007, @08:13AM (#20666373) Homepage Journal
      I agree. I like SL a lot and see so much potential for it as a platform, and while it's far from perfect 99% of the problems I have with it are policy and business decisions on the part of Linden Labs. Ever since I started SL I've been looking forward to a day when I could fire up my own server and run that sort of thing myself. It has the potential to be an open platform for any sort of MMO you like, a modern resurrection of the BBS era with added polygons, or any of the other things they were hyping "Virtual Reality" to be 15 years ago.
    • "I've been thinking about this for a while now, that there needs to be some group for developing such a protocol."

      I'm right there with you. It would be cool to be able to play whatever client I want, and seamlessly move from world to world. Let's hope this takes off and other MMOLRPG's adopt the standard as well as allowing the general public to create their own worlds.

    • They're both already building initiatives. IBM internally and Sun with Project Darkstar.
  • by AltGrendel (175092) <ag-slashdot@exNETBSDit0.us minus bsd> on Wednesday September 19 2007, @08:03AM (#20666289) Homepage
    That horde could invade EVE?

    That would be something to see.

    • After all, look what happened in the Chronicles of Narnia. You get one witch in from one world and let her into another, and all hell breaks loose.
    • That horde could invade EVE?

      That would be something to see.


      Bah, my Red Mage would cut down you puny orcs like wheat before the scythe. I might even invite in a Dark Knight so we could have an actual scythe.

      Chris Mattern
    • I dunno; there are already enough frozen corpses floating around the place...
  • Open Standards, hmm? (Score:3, Interesting)

    by downix (84795) on Wednesday September 19 2007, @08:11AM (#20666357) Homepage
    I see huge potential. Imagine the day when the internet itself is just referred to as Second Life, replacing the ubiquous web browser with an SL client, or that SL-only machines are sold...

    Or even a way to directly interface with the human mind....

    Gibson, you were right.
    • You may see it, but I'm coding it, and have been for the last year. Well, less dramatic perhaps, but still, its something I'm working on all on my ownsome.

      Oh for VC funding so I could get more people involved....

      Never mind, by 2009 I should have a decent product.
      • Never mind, by 2009 I should have a decent product.

        And if it takes you three years to get it to market what with patents, copyrights, advertising, then you'll be rolling by 2012.

        oh crap, nevermind.
        • forget patents and such, the script compiler has got me foxed for now. Yup I've gone the daft route and designed a language specific to my engine.
      • The big question is, when the virus hacks the mind/machine interface and reprograms a bunch of people, do they vote conservative or liberal?
    • Re: (Score:3, Funny)

      I see huge potential. Imagine the day when the internet itself is just referred to as Second Life, replacing the ubiquous web browser with an SL client, or that SL-only machines are sold...

      Oh boy. VRML.
    • by nine-times (778537) <nine.times@gmail.com> on Wednesday September 19 2007, @10:54AM (#20668567) Homepage

      replacing the ubiquous web browser with an SL client

      I still don't understand why people think this is going to happen, or even why you'd want it to happen. Which is easier and more efficient, to read from a web page, or to read from a web page rendered as some kind of sign in a 3D virtual world?

      I'm certainly not claiming that there's no room for improvement or innovation in the web browser, but there are reasons why that model won out and continues to be used today. Reading and writing is often more effective and efficient than speaking and listening, and the document model is efficient for reading and writing. Rendering the document into a 3D world is a waste of time and resources.

  • by Panaflex (13191) * <convivialdingo.yahoo@com> on Wednesday September 19 2007, @08:12AM (#20666371)
    Aye Matey - soon we'll be a sailin our pirate ships o'er the internet! Me crew shall pillage vast new oceans and search for precious booty!

  • Second Life = notagame
  • I wonder if each grid will have it's own currency and economy. Linden would compete to be the most vibrant economy but there would be nothing stopping others from competeing. There could even be free grids like the sandboxes that exist now. Just a thought.
  • The motivation behind this is to make Second Life more scalable but also to allow connection of other grids not hosted by Linden Lab.


    Awesome. This would take Second Life scams to a whole new level.

    All your Linden Dollars are belong to us.
  • I'm not a standards guy neither a game developer, but I'd propose something based on other standards, like XMPP [xmpp.org] for messaging, connectivity, chat and X3D [wikipedia.org] for virtual world 3D models.
    • Re: (Score:3, Insightful)

      XML is kind of big, when you have to throw it over internet connections. Not just once, but once for every recipient. Imagine you are in a zone with 100 people, and you send a message to an 'out of character' channel that hits everyone. Now that message has to get sent out 100 times, plus the XML overhead. There are ways to do it with much less overhead (binary). Might not be as self-describing but with good documentation, not that difficult.
        • Arr. but now you be burning CPU to compress and decompress thar XML. Remember, MMO's be happening in real time, requiring synchronization amongst hundreds of scurvy dogs, wheras if you wait an extra moment for your ODF file your bottle 'o' rum isn't gonna be that much warmar.

          Arrrgh!

          The way I'd be doing it (I have a little tiny mmo toolkit I work on when I have the spare time) is serialization, but customized serialization to not send the bits I don't need. In c++/C3 (the languages I've tinkered with) yo
          • Does serialization in C++ work cross-platform?
            • Sure. All you are doing is ordering bits. Say you have a struct (and this will be mangled and ugly)

              strut pirate
              {
              char name[10];
              int num_peg_legs; bool has_bird; };

              Each one of those variables takes up a certain amount of space, and can be packed in a pre-determined way when you serialize. So then lets say you send the serialized package to a c# program. As long as the c# class is packed the same way, your deserializer can deserialize the package.

              It might not work out of the box, using (for example) C
              • So no trouble with little-endian/big-endian int's and such?
                • Not if it is built into your serialization function, no. If you are controlling both ends of the code, you should know what the server and client is running, convert from server (if necessary) to network order (big endian), and then at the client from network order to your clients order (again, if necessary).

                  Again, this is only if you are writing your own (1) homebrew (2) cross-language serialization. If you stick to one language it is infinitely easier :) But it isn't that hard for example with berkely s
  • cross-mmo accounts? (Score:3, Interesting)

    by aapold (753705) on Wednesday September 19 2007, @08:27AM (#20666541) Homepage Journal
    So it goes like this... you pay some premium fee and in effect it signs you up for every MMO out there and pays those fees (from your massive fee), creates a character with that name and as close to appearance as possible on each one of those worlds (reserving names would be problematic), and from the outside framework have portals to each that you enter and play each in windowed mode. And if really ambitious, have some way of coding objects to resemble gear from each one for when you step out of them. Something like that, yes? and then, to top it off, create an exchange rate between wow gold, uo gold, eq gold, linden lucre, tabula rasa credits, dereth pyreal etc etc etc...
      • We need to get a client-plug in for that.

        What I envision is something like this: We have several offices at various places in the world with low-cost labor and good wifi coverage. When you (in Second Life) enter a portal for "Real World(tm)", you pick one of these offices. At this point a hired "avatar" dons a pair of wifi goggles that lets you see what he sees, and gets commands from you to move about in this "Real World", and does so (they will require some minimal training). The offices should be
  • by Anonymous Coward
    I'm glad to see Linden Labs is moving in this direction. Unfortunately, unless they are bringing on help, they don't have the resources to handle all the issues in their main grid (which is what generates their revenue) so I do not see them being able to remotely support this initiative the way most people would expect.

    Enter Croquet: http://www.opencroquet.org/index.php/Main_Page [opencroquet.org]

    Croquet allows for the creation of multiple, connected worlds through a system of portals and is already finding use in education
  • Web 3.0 (or 3D) ? (Score:5, Interesting)

    by Tom (822) on Wednesday September 19 2007, @08:45AM (#20666739) Homepage Journal
    Here's what I want to see:

    I want to be able to rent property in Second Life (or some other virtual world) and have it "link" to my own server, so that when your avatar enters my house, you (transparently) continue playing on my server, using my bandwidth, CPU and my rules.

    That way, the main Second Life grid can handle much more people, while I can decide how much I want to handle. If I'm IBM, I will put up a server farm to handle my advertisement/community events. If I'm a private person, I'll plan for 10 concurrent visitors with enough spare capacity to handle spikes of 20-30.

    One way or the other, my virtual home is no longer dependent on Linden Lab's server farm. If Second Life gets overloaded, the visitors in my virtual corner of the virtual world won't suffer. They might even come to me because my place always runs smoothly. Suddenly, there is an interest in upgrading the infrastructure beyond "it must work, mostly".

    My place can be small (one house) or large (an entire island). Just like property in SL is already. Sure, the transition will be a bit tricky (at what point exactly are people transfered to a different server, and how do they "see" the content inside/outside?), but that's a technical challenge that is, in principle, not that hard.
    In fact, I'd be perfectly happy to have it work the Oblivion way (e.g. you click on the door, you are teleported inside. Windows both ways are faked with textures if at all.)

    What is cool about this is that it removes the scarcity of land. I can rent a small house in SL and have an entire world inside. Hey, why not? It's not as if physical laws matter. Sure, Linden will have to adapt their business model, but since the server load isn't theirs anymore, they should not have to worry too much.

    • Re: (Score:3, Interesting)

      Second Life currently works by storing all the avatar's data (and graphics) server-side and streaming them to the client on request.

      When the client goes to the new server, does that server then have to request and store all the graphics associated with that avatar? Or do other users have to request the data from the originating server? At what point do you say 'this character belongs to this server'? If someone creates a character on my private server, then goes elsewhere -forever-, am I forced to host t
      • At what point do you say 'this character belongs to this server'?

        That's a good question. Here are two solutions off the top of my head:

        a) Make avatars client-side, so the client supplies them. The servers could act as caches, so other clients don't access the client directly (which would probably slow everything down if he's on a slow uplink).

        b) Have the avatars streamed from "avatar servers". That way my server only stores avatar ID, location and URL of avatar server to ask for everything else. Or it could act as cache, as above.

    • Not going to happen. Not through Second Life anyways. They can't control the content on your server. You would destroy the value of the the Linden dollar. You are basically saying, "I want second life to change just for me and who cares if it is a viable business model exists for them."
      • That's been a solved problem for at least a decade. Sure it's more coding, but you can have all Linden dollars minted at Linden Labs, and the math and code to verify them, prevent double-spending and forgeries, etc. have all been around for a very, very long time.
      • Unless my memory is blurry, it is never made explicit how the Metaverse works. So in principle, yes, but the devil is in the technology details. And that makes all the difference. Running my own world on a Linden Labs server is nice, but it still limits what I can do to whatever the server software provides. Running my own software, even if the APIs are standardized, gives me much more freedom.
  • I'd like to be able to go to sleep in one world, and dream I'm in another, only to wake back home when I die in the dream.

    And I want to visit worlds where girls who wouldn't date me at home are instead suddenly nyphomaniacs.
  • I worked for http://worlds.com/ [worlds.com] back in the mid 1990s (remember the billboards in S.F. and other major cities? What a freekin' JOKE), and we had the basic technology to do this back then. The system included a world builder as part of the product, although it needed at least another year of work to become a real product. The backend also allowed for this, you could link to other servers on different machines. Users of Worlds have been hacking on it to create their own worlds for years (the server really

  • I thought there already was a "3D world" standard.
  • While this is obviously a necessary step in creating the next internet revolution since the world-wide web, I have serious doubts that it will be based upon the Second Life software.

    Most likely, the honor for create the virtual internet "world" will come from either an industrial thinktank (AT&T, IBM, etc...), the game industry (EA with an evolved form of The Sims merged with Spore and SimCity) or the porn industry (as a quality product with tons of cash behind it, complete creative freedom and a self-s
  • Moving beyond the proprietary system unique to a single game, there's new initiatives like metaplace.

    http://www.metaplace.org/ [metaplace.org]

    I think this is more likely than expansion of one world from its custom, proprietary software.
  • Last time I read an interview with LL, they said something about 11,000 servers running 2nd life.

    Huh?

    That would explain the atrocious lag, at least.

    Sorry, I'd rather have someone else designing something a bit more...streamlined... if we're going to talking about a web-wide standard.
  • Can anyone code up a knife that allows me to cut a portal in space-time between two worlds?
  • Once again, the MMO world grabs ideas from the world of Muds.
    UnterMuds did the same thing 15 or so years ago - you could log in to your home Mud, then travel through portals to other Unter-compatible Muds.
    (there was a downside - I took one character through a few portals that way, but then got stuck because the Mud I was on went down. Attempting to log in to my "home" Mud didn't work because it tried to forward me on to the next one.)
  • to allow connection of other grids not hosted by Linden Lab.

    Great! Now I can open my casino in a more tolerant place.

  • Chip Morningstar, Randy Farmer, and Doug Crockford put together a company to build a "Cyberspace protocol suite" for this purpose in the mid 1990s. (These gentlemen were the behind the original Lucasfilm Habitat project, inventing the term "Avatar", among many other things). At their heyday, E/C employed just about everyone with experience in this area, and wound-up burning through several million in VC money, building a virtual world platform on top of a customized Java virtual machine. The diagram on the Linden Labs Wiki looks surprisingly familiar (although the names of things are different, reflecting "memetic drift").

    It was a cat herding party of monumental proportions. The first year was the design phase - it was amazing. We found out a need to fix Java so it had distributed garbage collection, closures, and the like. We made our own VM with these add-ons, and invented a world specification language called Pluribus for knitting together object aspects which represented the multi-party nature of distributed awareness.

    Like many first attempts at "ontological revolution", the performance was less than spectacular. It didn't take long to build stuff that was beyond our understanding, either. Later, when aspect-oriented programming was invented, and the rest of the world starting thinking about distributed cyberspace, it has become possible to do what we were trying to do then. Even Java has caught up, co-opting most of the add-on features we had to come up with.

    My advice to those approaching the problem today:

    • Don't reach too far beyond what the average C++/Java programmer can understand.
    • Don't invent anything that you can't make-do with that is already out there.
    • Plan on getting stuff wrong at the beginning. (E/C released their first product without a version number in the protocol!).
    • The start of the art of standards specification is not good enough to deal with this problem. Your only hope lies in producing a "Literate Reference Implementation". Doing that probably requires doing a rough-pass first, then recoding it.
    • If you attempt to assemble a "dream team" to put something like this together - be careful about the human-relations stuff. (In our first year, one of our engineers found out he was getting less money then two others and went out on a "passive-aggressive vendetta". This dampened morale during a critical time.)
    There is a lot more to say about E/C and its fate. Lets hope it isn't repeated...
    • I agree with you. I think it is more likely that LL want to be in charge of the system which is bad. So I guess they would offer some kind of payment system that requires you to pay them to host a server, followed up by having currency mandated by them.

      The thing is SL is for the most part pointless. There is nothing in it that can't be done better in other systems (web, IM, video/voice chat). The system seems to thrive on Furries and prostitution. Previously gambling as well but they banned that.