"OpenSim is not Second Life, is not intended to be like Second Life, nor ever 
will."

I'll repeat that - most (all?) of the core devs will too. The Second Live 
viewer is convenient - since the protocol is documented and it gives us a good 
feature base to start with; but it's not the be-all-and-end-all. OpenSim is 
more like a series of tubes - events & inputs go in one direction, get mashed 
around in the modules, then spat back out other tubes to be sent to clients. 
Second Life compatibility modules are definitely well numbered - but 
internally, we're not really aiming for a SL wannabe-world simulator.

SL compatibility is the most prominent use of this - since there's been a lot 
of people interested in that; but Rock's original complaints are exactly spot 
on the mark - sticking to the SL feature set is a complete waste of time. SL's 
technology is dated - LL's inability to implement modern 3D graphics standards 
is going to bite them in the arse over the next few years.

This is where OpenSim's internal commitment to moving towards things like 
IClientCore over IClientAPI - means we'll be supporting more advanced viewers 
as time goes on, and those are developed. I've got my eye personally on the Rex 
Naali project, even if it is 12 months away from having something user-friendly.

But that ultimately said; right now there is pretty much nothing stopping you 
from building a kickass viewer with say the UDK, hooking up a decent 
clientstack and running with it (see the MXP implementation for a good example 
on how to implement a foreign clientstack using another viewer's protocol). I 
know some people have been doing just that with Unity lately.

The big problem here is there's a very real lack of viewer developers in this 
community - there is some overlap between server & network engineers (like the 
OS community) and 3D Viewer Developers here, but not much. If we do have 3D 
devs in the community who haven't done anything and feel like contributing - 
you really should be talking to some of the 'next gen viewer' projects and 
seeing if we can get something awesome done faster.

Regards,

Adam

From: [email protected] 
[mailto:[email protected]] On Behalf Of Len Brown
Sent: Monday, 23 November 2009 5:07 AM
To: [email protected]
Subject: Re: [Opensim-dev] Leaving Project

Rock,

     I sympathize with you on many levels.  I've also had my doubts regarding 
the future of OpenSim, but I have also maintained some degree of faith that 
things will pull through in the end.

     For me the shock came when I was abruptly informed that "OpenSim is not 
Second Life, is not intended to be like Second Life, nor ever will."  I still 
haven't the foggiest idea what this developer had smoked for them to so 
strongly assert that incredibly false statement.

     For me, the enjoyment of OpenSim has come from my intense devotion to 
building and skinning.  In fact, for the last few months I've been working on a 
full region that has many hundreds of skins, clothes, hair, furniture, etc, 
etc, that I'd like to package up as an OAR and give out freely, since 
repeatedly I've been told that instead of giving money to help further OpenSim 
I'd do more proactively by giving content.  So I plan to do just that and give 
my money to other open source initiatives that matter to me.

     I have a passion for writing, and have thought many times that one of the 
greatest powers OpenSim would gain is having simple, straightforward, 
step-by-step instructions on how to download, compile, install, administer and 
overall just plain operate the core applications.  What kills me is that 
everyone who does a search for OpenSim inevitably hits the 
opensimulator.org<http://opensimulator.org> site and that is where the massive 
roadblock presents itself.  It's useless for most and irrelevant to the few who 
consider themselves OpenSim experts.

     Heck, even now on the configuration page it still displays info for 0.6.6 
including (months old) known bugs in setting up region xml files.  If there was 
appointed a volunteer whose sole job was to keep information on 
opensimulator.org<http://opensimulator.org> relevant that one task would 
resolve a mountain of negativity right there.  I sit here in front of my 
computers a good 10 to 12 hours a day.

     I would sincerely love to contribute to the OpenSim project, especially in 
documentation support.  But the thing holding me back is communication.  If I 
cannot get a straight answer on who to GIVE money to in order to help, then I 
stand little chance of getting clear, straight answers from developers when 
asking about issues I need to consider and incorporate in documentation.

     If communication is a hurdle we can all overcome, with a genuine and 
heart-felt effort to relay information, motives, and plans with one another, 
then I'd sincerely appreciate having the opportunity to personally contribute.  
I'm not a programmer today, but have a degree in programming fro the 90's (so 
much has changed my degree is practically useless in that regard).  But I do 
know how to explain things and relay information in simple terms.  But only if 
my own questions will be answered with more than "look it up or figure it out 
yourself" as my answer.

     If any of you would appreciate my help, feel free to let me know at any 
time and I'll do what I can.

- Len W. Brown
     [email protected]<mailto:[email protected]>
On Mon, Nov 23, 2009 at 6:23 AM, Colin B. Withers 
<[email protected]<mailto:[email protected]>> wrote:
Hi guys,

I have decided to leave the Opensim project. You will probably not even notice 
if I leave, as not being a programmer my only inputs were the writing of the 
step-by-step tutorials ( http://chapter-and-metaverse.blogspot.com/ ), the 
drafts of the OpenSim User Manual on the Forge, and helping out in the IRC 
channels, for newcomers.

You may find my reasons for leaving Opensim interesting though (and please do 
not construe any of my reasons as an attack on anyone).

1. The Platform
I raised this several times in the past in IRC, and made posts on my blog about 
the product lifecycle of the platform ( 
http://rock-vacirca.blogspot.com/2009/02/direction-of-virtual-worlds.html ). I 
believe that the platforms underpinning both Second Life and Opensim are quite 
long in the tooth now, and I questioned how much product lifecycle there was 
left, particularly given that Opensim is now nearing 3 years of development, is 
still in Alpha, and if the current release of 0.6.7 is any indicator, then 
still only around two thirds into the development cycle. With the (inevitable) 
coming of much superior platforms, such as Blue Mars and (as a virtual world); 
Unity, for browser-based Virtual Wolrds; and now UDK (for creating sandboxes, 
standalones, and open grids), then I fear that Opensim has missed the boat as 
far as the remaining lifecycle of the platform is concerned. When you show 
people what is possible with these engines (for example this avatar editor for 
the forthcom
 ing APB (using the Unreal Engine): http://www.youtube.com/watch?v=icR3LtEMvZI 
or this city: http://www.youtube.com/watch?v=hmLzNbPXMDg (using the CryEngine), 
then neither SL not Opensim stands comparison.

2. Lack of Support for Currency in Opensim
I felt the impact of this when I first made the switch from SL to Opensim. I 
had a thriving RP sim in SL (over 50 people, mainly female) and they all agreed 
to follow me over to my Opensim and the OSGrid. However, within a month they 
had all left, citing the same reason, the lack of places to shop, to buy the 
quality stuff they wanted (skins, hair, clothes etc), as a quality appearance, 
and the fun of shopping is what all the females placed high on their 
requirements from a Virtual World. They drifted back to Second Life, and the 
guys followed them. I have always believed that the lack of support for 
currency in the core was a mistake, but that is just my opinion.

3. Marketing
I have also raised this issue several times, and blogged about it. It is far 
from clear just who an eventually released Opensim is actually aimed at. I 
think that any company that is interested in a firewalled corporate solution to 
collaboration and prototyping will already be looking at the Enterprise 
solution that is currently available from Second Life; that any indie group 
that is thinking of running a themed grid will need an economy to stay viable; 
and any individual who is looking for a private sandbox solution for their SL 
work will need full compatibility (which is not the case with the OS version of 
LSL diverging from the SL LSL). So, just who is the platform aimed at? I was 
also very disappointed in the view of one of the core devs who said that 
'marketing is a null concept for us'.

I am currently designing and creating cities for Blue Mars, and involved in a 
team for proving the UDK as a platform for the design and creation of Virtual 
Worlds (as opposed to purely games), and with so much documentation available 
for these mature engines (particularly for the UDK, Blue Mars lags behind 
somewhat in that department, but have hired extra staff to put that right), I 
am achieving the productivity I want, building the worlds that I want, with 
stable crash-free platforms.

However, I do wish the Opensim team the very best in their endeavours, and I 
sincerely hope their goals are eventually achieved.

If anyone would like to take over the Opensim Tutorials pages at 
http://chapter-and-metaverse.blogspot.com/ and 
http://chapter-and-metaverse2.blogspot.com/ (they will need some updating 
following several changes) then I am more than willing to pass the posts over, 
and of course the Opensim User Manual is there in the Forge for anyone to 
develop further.

Best Regards and Good Luck

Rock


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