Interview with Second Life's Cory Ondrejka
When did Linden Lab start to think about the possibility of opening up Second Life's source code?
Was there any particular stimulus at that time?
Was the decision to open the viewer's code a difficult one?
Over 2006 there was also a very active reverse-engineering effort called libsecondlife that has something like 50 or 60 developers on their mailing list. They've been doing a very impressive job of reverse engineering the protocols and figuring out what's going on. They were finding exploits quite regularly and doing a good job of sending them to us, and saying: Hey, we found this, you guys might want to fix it.
What we found, of course, is that it doesn't really matter whether we open source or not, the exploits are going to get found - that's what has happened in all software. And so why not make it easier for folks like libsecondlife, if they're going to be poking around anyway? Let them have the code so that they're more likely be able to fix things that they find, and broaden it to a larger community of developers than just the developers who wanted to get involved in a reverse-engineering effort.
Why did you choose GNU GPLv2 license for the code?
In fact, you already offer a commercial license, I believe?
When did you start the detailed preparatory work, and what did that entail in terms of preparing the viewer code for release?
Did you have to do much in terms of making the code more legible or more modular?
And that was a pretty active topic of debate: do we wait until after those changes to release the code? We decided that it made more sense to get the code out there. You can always find reasons not to open source, and ultimately it's better to let people begin getting expertise in the code even if we warn them: Hey, this part of the code is going to be changing. And what's neat is that less than 24 hours after we put the code out we've already accepted a user patch.
Could you say a little about these big changes that are coming through?
What are the things that you haven't been able to open source?
Why do you distribute binary copies of libraries that are almost certain to be found on any GNU/Linux system -- zlib and ogg/vorbis, for example?
In terms of the timing, Linden Lab's been very circumspect in talking about this move: the signals were later this year rather than at the beginning. Why is it happening now, much earlier than you originally indicated?
What do you hope to gain from open sourcing the viewer?
Second Life is growing very rapidly at this point. We think that it is a Web-scale project, not a game-scale project. We will not be happy if at the end of the day we only have ten million users; I think we would all see that as a tremendous failure. So, if we're going to scale to Web levels, obviously we need to keep open-sourcing the pieces that make sense to open source. In order to do that, we need to build expertise at running open source projects, and being part of open source projects, and engaging the open source community. So we've taken the piece that we were first able to do that with, and we're going to learn a lot over the next couple of quarters.
Were you surprised by the large number of positive comments on the blog posting that announced the move?
What are the resources that you've put in place to work with the community that you hope to build around the code?
What's he going to be doing, and how will the code submissions be processed?
The QA team is also directly plugged in to the patch submission process so that they can pull patches in, test them on private set-ups, see what's going on. The developers will be keeping an eye on things as well. Like a lot of what Linden Lab does, it's going to be a relatively diffuse project.
You mentioned JIRA for issue tracking, what about the actual code management?
Will you be giving accounts on that to outside contributors?
To foster external contributions, how about moving to a plug-in architecture?
You've indicated that you view opening up the client as a learning experience for open-sourcing the server in the right way: what additional issues will you need to address here - presumably the proprietary Havok physics engine is going to be a problem?
Obviously the server raises a host of security issues. We have a roadmap that we think solves those, and we're going to be sharing that roadmap sometime this quarter with the community, once we get it sufficiently refined that we're happy with it. We see a host of use-cases for servers where we need to make some pretty profound architectural changes in terms of how trust is established between user and server, between servers and each other, and servers and backend systems. But we see a path, and so it's just a matter of applying development resources to that path and moving along it.
What kind of things are you having to deal with?
Does that mean centralizing certain Second Life services?
Do you think that these future worlds will be part of the main Second Life geography or will there be portals from them through to your world?
Presumably you've also got to deal with issues like identity as avatars move between different worlds, and the tricky one of money?
What does that imply about the convergence of 3D virtual worlds with the Web?
So I think it's a little odd to imagine that either of those hammers will solve all problems. Instead, what you want is to be able take problems and move into them into the correct space. If you're doing text entry, doing it in 3D is just a big pain in the butt. So there are places for the Web, and there are places for virtual worlds, and I think what you want is as much data to flow between those two as smoothly as you can.
Finally, once you've opened up the code to the client and server, what will be left for Linden Lab to make some money from?
Glyn Moody writes about open source and virtual worlds at opendotdotdot.
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Posted Jan 18, 2007 10:22 UTC (Thu)
by nix (subscriber, #2304)
[Link] (2 responses)
And as for Subversion: isn't something that will end up with this many developers a perfect match for a wide-scale distributed version control system, more gittish than subversiony?
Posted Jan 25, 2007 9:17 UTC (Thu)
by renox (guest, #23785)
[Link] (1 responses)
Uh? Could you give examples?
Posted Jan 25, 2007 21:19 UTC (Thu)
by bronson (subscriber, #4806)
[Link]
It's like saying, "how many all-star quarterbacks went to Notre Dame and drove a LeSabre while there?" The question eradicates most of its candidates so it's futile to try to draw a meaningful general conclusion from its results. (my apologies to Joe Montana if he drove a crappy Buick...)
That said, there's one very obvious example that's been all over the news lately. It's easily the most popular language for business and it has a small triangle named Duke as its mascot. I have a few others in mind but it would take some work for me to make sure. And, since the question is meaningless, I shan't take the time.
Does that make sense?
Posted Jan 25, 2007 20:28 UTC (Thu)
by alext (guest, #7589)
[Link]
The perfect option for the competition comes then from paying for volunteer work with a credit in the company so if it ever amounts to anything of value you are obliged to pay them back. I've seen too many past vague offers quietly forgotten when the owner gets married and a quiet voice in their ear tells them to keep it all for themselves (that's just an example of one such risk).
I agere with most of what's being said here, but ye gods there's some hyperbole.
Interview with Second Life's Cory Ondrejka
there's never been a product that was in the dominant position that then open sourced. Open source is usually used by folk who are either trying to gain market share, or projects that are very early stage
is rubbish unless interpreted very narrowly, and is decidedly questionable even then.
There's no question that the Second Life community is the most creative, capable, intelligent, community ever targeted on one project in history.
is frankly laughable. People spent centuries on e.g. European cathedrals, and you certainly can't describe them as not creative works, or their builders as stupid. It's got a big userbase for a software product, sure, but `in history' is larger than that.
>>there's never been a product that was in the dominant position that thenInterview with Second Life's Cory Ondrejka
>>open sourced. Open source is usually used by folk who are either trying to
>>gain market share, or projects that are very early stage
>is rubbish unless interpreted very narrowly, and is decidedly questionable even then.
I certainly don't remember any other product which was open sourced when it was in a dominant position.
It's a meaningless question. Most popular open source projects have been open source right from the start, immediately disqualifying them. That leaves VERY few contenders to choose from, probably numbered somewhere in the tens. I think that's what nix meant when he said "razor thin".Interview with Second Life's Cory Ondrejka
I haven't looked into it but the question in my mind is do you have to sign up to a particular terms of use when you go on to use Second Life. If so do those t&cs mean they can change things later to lock out any client software that they don't agree with or want. Hence the total and ultimate control and resides there and having a GPL'ed tool to use it with could become meaningless once they have had enough input from that group of volunteers to keep them ahead of any emerging opposition.Is a GPL client relevant