By Jonathan Corbet
March 26, 2008
Last month,
an article about
another attempt to free the proprietary Ryzom game expressed
frustration with the implied idea that the free software community could
not, on its own, create a game experience comparable to Ryzom. One of the
resulting
comments took issue
with (what was seen as) a dismissive attitude toward the Second Life client
and pointed out some of the work which is being done based on that client. So your
editor decided to take another look. The bottom line is this: the work
being done in this area is still in an early and unstable state, but it
does have the potential to open a new frontier for free software in the
area of virtual environments.
The Second
Life client for Linux is now in a beta release. "Beta," in this case,
means that all of the features have, in some way, been implemented; now
it's just a matter of making it all actually work. Your editor found the
client to be slow, unwieldy, crash-prone, and very fussy about its graphics
environment. Your editor's well-supported (in X) Intel-based desktop was
not adequate for this client, for example; the associated documentation
recommends a long list of cards which (for now) are only supported with
proprietary drivers. Still, on the right system, the
client is able to render three-dimensional worlds with the same quality
that, well, Second Life has on any platform.
An alternative is OpenViewer, a
C#/Mono-based, BSD-licensed viewer project. Your editor had little luck
getting this client going, but the screenshots are nice. The developers
appear to have made significant progress toward the creation of a
functional, three-dimensional client; this is a project to watch. Less far
along is the Aether project,
which is working on a OpenViewer-based client meant to run within Firefox;
thus far, it has a nice design diagram but not much else.
There is also RealXtend, a project
based on the Second Life client which is emphasizing performance and visual
quality. Unfortunately, it also seems to be emphasizing Windows support,
so your editor did not give it a try.
Free software clients are certainly an important tool to have; we will not
be able to access this kind of virtual environment without them. But it
would be a real shame if these clients simply facilitated a world where we
use free clients to access locked-down, proprietary virtual worlds on
somebody else's server. What would be much better would be the ability to
create our own virtual worlds - using free software, of course - and to
link those worlds into a larger virtual universe. That is the formula
which made the World Wide Web (and many other Internet services) work, and
it should certainly be applicable in this context as well.
The good news is that people are working in this area. One project, OpenSim, has the look of
something which is about to achieve much wider awareness as its features
mature. In short, OpenSim is a virtual world server which can be deployed
to create environments much like what one would find in Second Life. It
works with the Second Life client and with OpenViewer as well, and it
presents a very similar experience - at least, in the virtual worlds which
have been deployed so far. Since it's free software, it can be customized
toward the creation of different kinds of environments, including
role-playing games and such.
It is written with C# and Mono - seemingly a common choice for this kind of
software. The Mono environment, for all its faults and potential pitfalls,
may well make it easier to create a cross-platform application with the
requisite features.
What makes OpenSim really interesting, though, is its ability to connect
servers together in a "grid" mode. Once this is done, a virtual world is
not limited to a single entity's server (or imagination). Servers across
the net can be interconnected into a single, larger world. This is the
feature which has the potential to take OpenSim from another interesting
project into something which transforms the net.
There are a number of people organizing grids with OpenSim now; there is a list of public grids
on the OpenSim site. Some of them appear to be relatively proprietary
operations offering the opportunity to buy virtual land - though subprime
loans are unavailable. Others allow anybody connect their server
into the grid and become part of the whole. These grids appear, in
general, to be in a sort of early adopter state at the moment, but much of
the fundamental functionality is there. How hard could it be to make it
all work properly at this point?
The answer to that question, of course, is "quite hard." But the fact
remains that people are working on this very interesting problem, and they
are making significant progress toward solving it. These projects bear
watching; they may well be planting the seeds of the systems we will all be
using in the coming years.
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