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	<title>Life at the Feeding Edge &#187; opensim</title>
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	<link>http://www.feedingedge.co.uk/blog</link>
	<description>Taking a bite on new technology so you don't have to</description>
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		<title>Rezzable, Unity3d, Opensim FTW</title>
		<link>http://www.feedingedge.co.uk/blog/2010/06/30/rezzable-unity3d-opensim-ftw/</link>
		<comments>http://www.feedingedge.co.uk/blog/2010/06/30/rezzable-unity3d-opensim-ftw/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 14:14:52 +0000</pubDate>
		<dc:creator>epredator</dc:creator>
				<category><![CDATA[future]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[opensim]]></category>

		<guid isPermaLink="false">http://www.feedingedge.co.uk/blog/?p=707</guid>
		<description><![CDATA[<p>The team at rezzable have a live demo up and running using Unity3d talking to Opensim and getting some of the geometry and packages from the opensim server.

It is good to see this sort of experimentation happening and will lead to yet more people trying things out I think. I know there are more out there [...]]]></description>
			<content:encoded><![CDATA[<p>The team at <a href="http://rezzable.net/web2-0/unity3d-and-opensim-working-together-prototype/">rezzable have a live demo up and running using Unity3d</a> talking to <a href="http://www.opensimulator.org">Opensim</a> and getting some of the geometry and packages from the opensim server.<br />
<a href="http://www.flickr.com/photos/epredator/4749125730/" title="Rezzable Unity3d Opensim by epredator, on Flickr"><img src="http://farm5.static.flickr.com/4100/4749125730_54190c6be5.jpg" width="500" height="345" alt="Rezzable Unity3d Opensim" /></a><br />
It is good to see this sort of experimentation happening and will lead to yet more people trying things out I think. I know there are more out there too so maybe there is some sort of unity3d coalition or opensource style federation that could get together and share to drive this forward?<br />
As I have written <a href="http://www.feedingedge.co.uk/blog/2009/12/15/we-have-all-the-pieces-unity3d-opensim-evolver-smartfox/">before</a> there are all <a href="http://www.feedingedge.co.uk/blog/2010/05/19/opensimsecond-life-vs-unity3d/">sort of options(my most read post ever so it must be of interest)</a> for how this can me mixed and matched, some of it is smoke an mirrors for user experience but none the less immersive.<br />
The key is to consider other ways to achieve the goals of a particular virtual world expereince, from immersion to whether things need to be user created or not.<br />
So well done Rezzable, and thankyou for sharing it so far <img src='http://www.feedingedge.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Opensim/Second Life Vs Unity3d</title>
		<link>http://www.feedingedge.co.uk/blog/2010/05/19/opensimsecond-life-vs-unity3d/</link>
		<comments>http://www.feedingedge.co.uk/blog/2010/05/19/opensimsecond-life-vs-unity3d/#comments</comments>
		<pubDate>Wed, 19 May 2010 09:50:59 +0000</pubDate>
		<dc:creator>epredator</dc:creator>
				<category><![CDATA[future]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[comparison]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[secondlife]]></category>

		<guid isPermaLink="false">http://www.feedingedge.co.uk/blog/?p=642</guid>
		<description><![CDATA[<p>I actually get asked a lot about how Unity3d stacks up against Opensim/Second Life. This question is usually based on wanting to use a virtual world metaphor to replicate what Opensim/Second Life do but with a visually very rich browser based client such as Unity3d.
There is an immediate clash of ideas here though and a degree [...]]]></description>
			<content:encoded><![CDATA[<p>I actually get asked a lot about how Unity3d stacks up against <a href="http://opensimulator.org">Opensim</a><a href="http://secondlife.com">/Second Life</a>. This question is usually based on wanting to use a virtual world metaphor to replicate what Opensim/Second Life do but with a visually very rich browser based client such as Unity3d.<br />
There is an immediate clash of ideas here though and a degree of understanding that <a href="http://www.unity3d.com">Unity3d</a> is not comparable in the usual sense with SecondLife/OpenSim.<br />
At its very heart you really have to consider Opensim and Second Life as being about being a server, that happens to have a client to look at it. Unity3d is primarily a client that can talk to other things such as servers but really does not have to to be what it needs to be.<br />
Now this is not a 100% black and white description but it is worth taking these perspectives to understand what you might want to do with either type of platform.<br />
Everything from an Opensim style server is sent to all the clients that need to know. The shapes, the textures, the position of people etc. When you create things in SL you are really telling a server to remember some things and then distribute them. Clearly some caching occurs as everything is not sent every time, but as the environment is designed to be constantly changing in every way it has to be down to the server to be in charge.<br />
<a href="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/slopensim.png"><img src="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/slopensim-300x261.png" alt="" title="OpensimSecondLife" width="300" height="261" class="aligncenter size-medium wp-image-641" /></a><br />
Now compare this to an &#8220;level&#8221; created in Unity3d. Typically you build all the assets into the unity3d file that is delivered to the client. i.e. its a stand alone fully interactive environment. That may be space invaders, car racing, a FPS shooter or an island to walk around.<br />
<a href="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/unity3d.png"><img src="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/unity3d-300x78.png" alt="" title="unity3d" width="300" height="78" class="aligncenter size-medium wp-image-640" /></a><br />
Each person has their own self contained highly rich and interactive environment, <a href="http://unity3d.com/gallery/live-demos/tropical-paradise">such as this exampl</a>e. That is the base of what Unity3d does. It understands physics, ragdoll animations, lighting, directional audio etc. All the elements that make an engaging experience with interactive objects and good graphic design and sound design.<br />
Now as unity3d is a container for programming it is able to use network connectivity to be asked to talk to other things. Generally this is brokered by a type of server. Something has to know that 2,3 or many clients are in some way related.<br />
The simplest example is the <a href="http://smartfoxserver.com/labs/API/">Smartfox server multiplayer island demo</a>.<br />
Smartfox is a state server. It remembers things, and knows how to tell other things connected to it that those things have changed. That does not mean it will just know about everything in a unity3d scene. It its down to developers and designer to determine what information should be shared.<br />
<a href="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/unityserver.png"><img src="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/unityserver-300x214.png" alt="" title="unityserver" width="300" height="214" class="aligncenter size-medium wp-image-639" /></a><br />
In the case above a set of unity clients all have objects numbered 1, 2 and 3 in them. It may be a ball, a person and a flock of birds in that order.<br />
<a href="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/Snapz-Pro-XScreenSnapz051.jpg"><img src="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/Snapz-Pro-XScreenSnapz051-300x276.jpg" alt="" title="Unity gulls" width="300" height="276" class="aligncenter size-medium wp-image-647" /></a><br />
When the first client moves object number 1 smartfox on your own remote web server somewhere in the ether is just told some basic information about the state of that ball. Its not here now its here. Each of the other unity clients is connected to the same context. Hence they are told by the server to find object number 1 and move it to the new position. Now in gaming terms each of those clients might be a completely different view of the shared system. The first 2 might be a first person view, the thirds might be a 2d top down map view which has no 3d element to it at all.  All they know is the object they consider to be object number 1 has moved.<br />
In addition object number 3 in this example never shares any changes with the other clients. The server does not know anything about it and in the unity3d client it claims no network resources.<br />
This sort of game object is one that is about atmosphere, or one that has no real need to waste network sending changes around. In the island example form unity3d this is a flock of seagulls on the island. They are a highly animated, highly dynamic flock of birds, with sound, yet technically in each client they are not totally the same.<br />
(Now SL and Opensim use principle this for things such as particles and clouds but that is designed in)<br />
For each user they merely see and hear seagulls, they have a degree of shared experience.<br />
Games constantly have to balance the lag and data requirements of sending all this information around versus things that add to the experience. If multiplayer users need to have a common point of reference and it needs to be precise then it needs to be shared. e.g. in a racing game, the track does not change for each person. However debris and the position of other cars does.<br />
In dealing with a constantly changing environment unity3d is able to be told to dynamically load new scenes and new objects in that scene, but you have to design and decide what to do. Typically things are in the scene but hidden or generated procedurally. i.e. the flock of seagulls copies the seagull object and puts it in the flock.<br />
One of the elements of dealing the network lag in shuffling all this information around is interpolation. Again in a car example typically if a car is travelling north at 100 mph there if the client does not hear anything about the car position for a few milliseconds it can guess where the car should be.<br />
Very often virtual worlds people will approach a game client expecting a game engine to be the actual server packaged, like wise game focused people will approach virtual worlds as a client not a server.<br />
Now as I said this is not black and white, but opensim and secondlife and the other virtual world runnable services and toolkits are a certain collection of middleware to perform a defined task. Unity3d is a games development client that with the right programmers and designers can make anything, including a virtual world.</p>
<p>*Update (I meant to link this in the post(thanks Jeroen Frans for telling me <img src='http://www.feedingedge.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   but hit send too early!)<br />
Rezzable have been working on a <a href="http://nwn.blogs.com/nwn/2010/05/opensim-unity.html">unity3d client with opensim</a>, specifically trying to extract the prims from opensim and create unity meshes.  </p>
<p>Unity3d and voice is another question. Even in SL and Opensim voice is yet another server, it just so happens than who is in the voice chat with you is brokered by the the main server. Hence when comparing to unity3d again, you need a voice server, you need to programatically hook in what you want to do with voice.<br />
As I have said before though, and as is already happening to some degree some developers are managing to blend thing such as the persistence of the opensim server with a unity3d client.<br />
Finally in the virtual world context in trying to compare a technology or set of technologies we actually have a third model of working. A moderately philosophical point, but in trying use virtual worlds to create mirror worlds at any level will suffer from the model we are basing it on, name the world. The world is not really a server and we are not really clients. We are all in the same ecosystem, what happens for one happens for all.<br />
<a href="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/realworld.png"><img src="http://www.feedingedge.co.uk/blog/wp-content/uploads/2010/05/realworld-300x255.png" alt="" title="realworld" width="300" height="255" class="aligncenter size-medium wp-image-638" /></a></p>
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			<wfw:commentRss>http://www.feedingedge.co.uk/blog/2010/05/19/opensimsecond-life-vs-unity3d/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
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		<title>Helping organise thoughts, and speaking freely</title>
		<link>http://www.feedingedge.co.uk/blog/2010/05/09/helping-organise-thoughts-and-speaking-freely/</link>
		<comments>http://www.feedingedge.co.uk/blog/2010/05/09/helping-organise-thoughts-and-speaking-freely/#comments</comments>
		<pubDate>Sun, 09 May 2010 09:09:49 +0000</pubDate>
		<dc:creator>epredator</dc:creator>
				<category><![CDATA[conference]]></category>
		<category><![CDATA[metameets]]></category>
		<category><![CDATA[opensim]]></category>

		<guid isPermaLink="false">http://www.feedingedge.co.uk/blog/?p=627</guid>
		<description><![CDATA[<p>Once again for my pitch at metameets I used a little bit of virtual world technology as a mental aid to help me figure out what it was I was going to say and in what order. I am finding thins an increasingly useful technique, so as this is the second time around for it I [...]]]></description>
			<content:encoded><![CDATA[<p>Once again for <a href="http://www.feedingedge.co.uk/blog/2010/05/08/not-all-avatars-and-islands-metameets-2010/">my pitch </a>at metameets I used a little bit of virtual world technology as a mental aid to help me figure out what it was I was going to say and in what order. I am finding thins an increasingly useful technique, so as this is the second time around for it I thought I would explain it again.<br />
I created the presentation in the usual fashion a set of keynote/powerpoint slides, mostly because I had ones from other presentations that I wanted to thread in and re-use. Once I had the single threaded narrative sorted, and the slide in the right order a structure, for what is in effect a story, appeared.<br />
In order to preserve this structure I took images from all the slides and put them into my local Opensim.<br />
Once in there these simple flat panels take on a relationship to one another that just does not happen when you are flicking from slide to slide.<br />
<a href="http://www.flickr.com/photos/epredator/4589207054/" title="Snapshotmetameets_001 by epredator, on Flickr"><img src="http://farm5.static.flickr.com/4052/4589207054_26d2043016.jpg" width="500" height="277" alt="Snapshotmetameets_001" /></a><br />
In the picture above the pitch really started at the back. The back row is the underpinning, an introduction. Seven related slides to go through at any pace, but ideally quite quickly.<br />
Next is a challenging step forward, as the next row comes forward. To support that is a another row, which is held to the side a little as it is really optional. In this case its a slide about how it feels to attach things to your avatar. That allows free expression, no script but just a memory of a feeling.<br />
Then the next row is group into three groups. This is a change of pace, a set of ideas with an example in each of the three.<br />
Then the penultimate row as you come forward is the tying it all together picture. Ideally by the time I get here the other 3 ideas have started to make a little sense.<br />
Then there is the final slide to finish on.<br />
Rather than sit and read the slides or over rehearse I just had this image on my iphone of the layout. It is enough that I can see the sort of pages I had created and when presenting I can think where I am in the flow. So if there is some sort of distruption, or an idea that comes to mind whilst talking I can think quickly as to where it will fit in or if it has missed its chance.<br />
This is really just storyboarding meets mindmapping, but the multiple dimensions of it and the visual memory of having been there is incredibly powerful and I recommend anyone try and structure some thoughts or ideas or keypoints in some way like this to see how it feels.<br />
Does anybody else do this, I would love to hear stories about it ?</p>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>We have all the pieces &#8211; Unity3d, Opensim, Evolver, Smartfox</title>
		<link>http://www.feedingedge.co.uk/blog/2009/12/15/we-have-all-the-pieces-unity3d-opensim-evolver-smartfox/</link>
		<comments>http://www.feedingedge.co.uk/blog/2009/12/15/we-have-all-the-pieces-unity3d-opensim-evolver-smartfox/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 10:30:03 +0000</pubDate>
		<dc:creator>epredator</dc:creator>
				<category><![CDATA[business]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[evolver]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[smartfox]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.feedingedge.co.uk/blog/?p=442</guid>
		<description><![CDATA[<p>I have now had this conversation several times with people about the potential future that a mix of open source and open minded development may bring to the virtual world industry. Much of what is happening seems to be driven by some of the direction Second Life has taken or is taking, though not so much [...]]]></description>
			<content:encoded><![CDATA[<p>I have now had this conversation several times with people about the potential future that a mix of open source and open minded development may bring to the virtual world industry. Much of what is happening seems to be driven by some of the direction <a href="http://www.secondlife.com">Second Life</a> has taken or is taking, though not so much to follow it into corporate lockdown but to breakout and provide the flexibility and creativity that is needed for the next generation of virtual worlds.<br />
In the early days of 2006 many of us said it would be great to be able to run a Second Life server, our own one under out control. That has taken a while to start to emerge, but it has emerged as an expensive product aimed at corporate IT departments. Luckily the opensource community had rallied and created the excellent <a href="http://www.opensimulator.org">Opensim</a>. This ticks all the boxes of being able to be run locally, be run in the cloud, be provided as a service. So we have an extensible virtual world server ready to be built upon.<br />
The other component missing was a more controllable and rich interface. Yes there is the Second Life Snowglobe open source client but the need to certify and lockdown variants to align with the product needs for Second Life means that lots of the flexibility is lost. Likewise the initial open source Linden based client was under a GPL licence which caused all sorts of development to not happen at the time it really could have done with it.<br />
This is where <a href="http://www.unity3d.com">Unity3d</a> steps in I believe. It was Rob Smart who first started to show me this way back. Unity3d is a great front end, very flexible in how you build games and content for it.<br />
This was a movie form back in September 2008, using a message from Second Life to several unity clients to create a cube. This is loose integration, telling one place something has happened and letting the other place get on with it.<br />
<object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/FNYbeT1JSak&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/FNYbeT1JSak&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
Unity3d has a plugin architecture too. It runs in a browser or deploys to application platforms like mac and windows. The visuals can be made very good very quickly too. Unity3d needs a server of some sort to operate as a multiuser platform (though it does do some peer 2 peer) hence applications like <a href="http://www.smartfoxserver.com/labs/API/">Smartfox</a> are ideal for producing Unity multiplayer and MMO style games.<br />
However Opensim has all the other layers of things needed to maintain a virtual world. It has assets databases, chat, positional awareness, server side scripting (as does Second Life that is was originally based on of course).<br />
So we have an extensible and easy to get hold of Unity3D client engine, and extensible and easy to get hold of Server/Persistence VW engine in Opensim. There may well be challenges in making the two understand one another but with the flexibility both sides of the equation that makes them very solvable. This is a high level view, <a href="http://robsmart.co.uk/2009/11/12/the-challenges-of-writing-an-opensim-client-in-unity3d/">Rob has some more detail here on the challenges.</a> Add in some interoperation definition with <a href="http://www.vastpark.com">Vastpark</a> to help bind the two and make some mappings.<br />
Throw into the mix an open minded avatar wizard such as Evolver. There we can build avatars that we know definitely can be dropped into Unity3d.<br />
So&#8230;..I create an Evolver avatar, dropped as a resource bundle into a web deployed Unity3d client that tells the opensim server where I am in the coordinate system, and which bundle I am using. Other people with a Unity3d client see the rich detailed avatar and the shiny Unity3d environment. However we do not have to stick to that one client. Other people using a Second Life style client see the Second Life style rendering of the world?<br />
This is already happening in some respects, the Iphone application <a href="http://www.pocketmetaverse.com/product/">Touch Life</a> lets you logon to the public Second Life. In a sort of bugblatter beast of traal moment everyone can see you, but you cant see them. You navigate your avatar around the map, have full chat, inventory and economy access, but a very different view of the world to everyone else. (Of course Unity3d runs well on an Iphone too, so imagine that as an extension to Touch Life?)<br />
Once there is an acceptance that there can be more that one view of the data, one where people without the full equipment can still see what is going on and participate things get a lot easier to consider. Whilst a gaming assumption tends to be we all need the same view at the same speed in order to be able to have balanced gameplay (lag gets you killed) in collaborative spaces, education, meetings and art galleries this is less of an issue.<br />
As the parts of the jigsaw come together over the next year the ability to have the same experience will re-emerge.</p>
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		<title>Second Life Enterprise &#8211; A good addition to the mix</title>
		<link>http://www.feedingedge.co.uk/blog/2009/11/06/second-life-enterprise-a-good-addition-to-the-mix/</link>
		<comments>http://www.feedingedge.co.uk/blog/2009/11/06/second-life-enterprise-a-good-addition-to-the-mix/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 00:15:15 +0000</pubDate>
		<dc:creator>epredator</dc:creator>
				<category><![CDATA[business]]></category>
		<category><![CDATA[metaverse]]></category>
		<category><![CDATA[enterprise]]></category>
		<category><![CDATA[olive]]></category>
		<category><![CDATA[opensim]]></category>
		<category><![CDATA[proton media]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[secondplaces]]></category>
		<category><![CDATA[teleplaces]]></category>
		<category><![CDATA[venuegen]]></category>

		<guid isPermaLink="false">http://www.feedingedge.co.uk/blog/?p=398</guid>
		<description><![CDATA[<p>Yesterday the enterprise 2.0 conference saw the official release and announcements relating to Second Life Enterprise and of course featuring some preferred content in the form of Rivers Run Red&#8217;s Immersive Workspace and more to come via the Work Marketplace. It is interesting to see this happen both at something like an enterprise 2.0 conference and [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday the enterprise 2.0 conference saw the official release and announcements relating to <a href="http://work.secondlife.com/en-US/products/">Second Life Enterprise</a> and of course featuring some preferred content in the form of <a href="http://riversrunred.com/immersive-workspaces/aboutus/">Rivers Run Red&#8217;s Immersive Workspace</a> and more to come via the <a href="http://work.secondlife.com/en-US/worksolutions/marketplace/">Work Marketplace</a>. It is interesting to see this happen both at something like an enterprise 2.0 conference and focussed as a packaged product in the way it is.<br />
Back in <a href="http://eightbar.co.uk/2006/04/04/well-it-got-my-attention-second-life/">April 2006</a> thru to <a href="http://eightbar.co.uk/2006/12/16/what-an-amazing-couple-of-days-being-part-of-the-ibm-12-island-launch/">Dec 2006</a> (which seems a very long while ago now) we said to one another as we (<a href="http://eightbar.co.uk/2006/08/14/making-meetings-more-human/">those early eightbars</a>) realised that there was a huge scope for internal corporate communication&#8230;. wouldn&#8217;t this be great behind our firewall?<br />
By September 2006 (after the first Wimbledon in Second Life) the US based CIO office had realised the potential and a few of us from places not just in the US ended up on that growing project to understand SL and all the other platforms and their implications to an internal corporate audience. This also started to lead to the more commercial based business unit forming, which interestingly is now part of the CIO office according the communications out of IBM.<br />
This journey and the things that happened on the way (good and bad) all form part of the story I share with people in various ways including the in progress book on the subject.<br />
Linden Lab focussing on enterprise and producing a product, however it is priced and packaged is an important further catalyst to this industry, one that those of us in IBM, Cisco, Sun etc. started to generate corporate and public interest in through our patronage. However this is now happening (unlike in 2006) in an era that has very many more potential direct competitors. many have been there for a while but will now be dropping into even more invitation to tender conversations, <a href="http://protonmedia.com/">Proton Media</a>, <a href="http://forterrainc.com/">Forterra Olive</a>, <a href="http://www.teleplace.com/">Teleplace</a>, <a href="http://www.projectchainsaw.com/">web.alive</a>&#8230;. Equally there will be an increasing drive in take up of the hosted and self hosting services based on Opensim (<a href="http://www.secondplaces.net">SecondPlaces</a>, <a href="http://www.reactiongrid.com/">ReactionGrid</a>, <a href="http://rezzable.com/">Rezzable</a> and <a href="http://www.simhost.com/">SimHost</a> ). Other platforms and standards such as <a href="http://www.vastpark.com/">Vastpark</a>, or <a href="https://lg3d-wonderland.dev.java.net/">Wonderland</a> for those who want to still explore and drive forward and develop things for themselves and get a step up on the packages. Services such as <a href="http://www.venuegen.com">Venuegen</a>, specialized in providing a particular quick access service also start to take a share of the market.<br />
It is of course a huge market, business/enterprise communication relates to every employee in every company that has any form of electronic or remote communication. Like email, web and increasingly instant messaging and voip and social media in general it is essential business addresses the communication gaps we have generated. All these options may be confusing, but just pick one and get on with it!<br />
I also still expect an actual games company to realize that their middleware and massive scaling and runtime abilities can be applied to a spin off market. So rather that enterprise business trying to figure out how to use games, games will figure out how to use enterprise business. With some of the developments this week too such as <a href="http://www.unity3d.com">Unity3d</a> becoming free to develop with and also <a href="http://www.udk.com">Unreal 3</a> doing the same to some extent the future looks very rosy and very interesting.<br />
However&#8230;.. <strong>remember that the problems and challenges are not wholly technical. We are dealing here with social and cultural change.</strong> Something else I have experienced both the good and bad of and happy to share if you need to talk about the implications to your business, industry or life. </p>
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