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Second Life on GitHub

community.secondlife.com

61–70 of 126 posts

Re: Second Life on GitHub

#62

Earlier quoted context omitted.

The source is published to GitHub though, no? https://github.com/torvalds/linux It's an easy mistake to make, the code is there and there's nothing to suggest it's a mirror.

That said, every PR receives a bot comment indicating that the GH repo is a mirror and the user needs to submit a patch to LKML. And yet there are currently 312 open PRs on the repo. I've always wondered how people manage to know enough about the kernel to be able to contribute a PR to it, yet don't know the GH repo is a mirror and seemingly ignore the bot response and leave their PR opened.

People are aware the PR isn't going to be accepted; they just want to publish it somewhere.

Re: Second Life on GitHub

#63

Earlier quoted context omitted.

Some good old Torvalds roasting going on in that thread.

Yikes. I didn't know the dude was so prickly. Glad I'm not a contributor.

With his attitude, the kernel has reached enormous market share, excellent performance, high quality and worldwide adoption. I’m sure it will be fine without your contribution.

Re: Second Life on GitHub

#64
post #51

Earlier quoted context omitted.

I don't know about the clients, but I've worked with a few ex-LL people and heard nobody really likes what the protocol became, and also lots of core parts of the LSL execution model they regret. Presumably Cory thought he could do better the second time around. (And maybe he did! I'm not sure Facebook's metaverse problems are technical ones...)

One tiny design error had huge implications. The UDP messages are multiple messages per packet with the form [msg_type variable_length_message] There is no message length in the message. So, to parse the message stream, the receiver must know how to parse each message type in detail, and can't skip message types it doesn't understand. Thus, no new message types can be sent until everything that receives them has a pa…

I am thoroughly enjoying all your contributions in this thread. I love getting a look into the architectural bits of a project/community of this scale that I don’t really know much about. Very interesting, thanks

Re: Second Life on GitHub

#65

Earlier quoted context omitted.

Yikes. I didn't know the dude was so prickly. Glad I'm not a contributor.

With his attitude, the kernel has reached enormous market share, excellent performance, high quality and worldwide adoption. I’m sure it will be fine without your contribution.

Lol yes I'm sure it'll be fine too. It made me lose some respect for him, but he couldn't care less what I think lol.

Re: Second Life on GitHub

#66
post #12

Earlier quoted context omitted.

I had no idea Second Life has been an open source game this whole time! It might be one of the largest OS videos games of all time then

The server components which are most of the logic are not open source. There has been a long running effort to have a compatible open source server.

Opensimulator is the open source project (http://opensimulator.org/)

There are thousands and thousands of active regions and thousands of users (https://opensimworld.com/). It's not millions, but it s the best self-hosted virtual world ecosystem.

Re: Second Life on GitHub

#69
post #13
post #11

Earlier quoted context omitted.

So it's open-source but not FLOSS

No, open source means a specific thing. You're perhaps thinking of "source available", which means "you can read the source but have to comply to a bunch of stuff"

No, open source is a vague term with many different definitions. The open source foundation does not control the english language.

Re: Second Life on GitHub

#70
post #64
post #51

Earlier quoted context omitted.

One tiny design error had huge implications. The UDP messages are multiple messages per packet with the form [msg_type variable_length_message] There is no message length in the message. So, to parse the message stream, the receiver must know how to parse each message type in detail, and can't skip message types it doesn't understand. Thus, no new message types can be sent until everything that receives them has a pa…

I am thoroughly enjoying all your contributions in this thread. I love getting a look into the architectural bits of a project/community of this scale that I don’t really know much about. Very interesting, thanks

As I mentioned previously, there's not much written about this. Which is probably why existing metaverse projects are so awful. It's mostly taking Unity or Unreal Engine, which are intended for use with carefully pre-built content, and somehow trying to make a large dynamic virtual world from those parts. The duct tape is troublesome.

The primary technical designer of Second Life did a very good job. Then he had a disagreement with management and was fired. So he went to Facebook, developed their mobile client, became a Facebook VP, made lots of money, and was semi-retired for a while.

Scaling to a big world is really hard. Big has two dimensions - area and density. The Second Life architecture scales well in area but not in population density. More than 20-30 users in a region will choke it. More are possible if most users sit down and doesn't move, because sitters are not getting physical simulation. So audience-type events work.

Improbable was working on large crowds, but their solution is really expensive to run. Which is why they just do demos of Otherside for a few hours at a time every few months. Also, they use very simple avatars and do not, as yet, support vehicles. Took them over US$500 million to get to that point. They have dynamic regions - more people, divide the world into smaller chunks. That introduces a whole range of new problems. What if I have 20 people on my boat, and a region boundary moves under the boat while I'm crossing it? Stuff like that. Fixed region crossings involving multiple avatars and vehicles are troublesome in Second Life. People do try bus tours, but sometimes an avatar gets Left Behind at a region crossing. Linden Lab's devs have been trying to fix that for at least 8 years, without success. It's a tough problem in real time distributed system design.

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