metaverse


Opensim/Second Life Vs Unity3d

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 of understanding that Unity3d is not comparable in the usual sense with SecondLife/OpenSim.
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.
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.
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.

Now compare this to an “level” 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.

Each person has their own self contained highly rich and interactive environment, such as this example. 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.
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.
The simplest example is the Smartfox server multiplayer island demo.
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.

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.

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.
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.
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.
(Now SL and Opensim use principle this for things such as particles and clouds but that is designed in)
For each user they merely see and hear seagulls, they have a degree of shared experience.
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.
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.
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.
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.
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.

*Update (I meant to link this in the post(thanks Jeroen Frans for telling me 🙂 but hit send too early!)
Rezzable have been working on a unity3d client with opensim, specifically trying to extract the prims from opensim and create unity meshes.

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.
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.
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.

Why metameets 2010 rocked

Why did metameets 2010 rock so much? The answer is simple, it is the same one I gave to John Mahon’s initial question on day one for what the killer app is for virtual worlds. People. Too often a conference will be about an particular product or artefact that needs to be sold/monetized/promoted. In the case of metameets, whilst there is a heavy Second Life focus, it is about us all connecting with one another. Some of that involves close proximity of one another’s carbon atoms gathered in a physical location, however lots of it was powered by people being present from wherever they happened to be at the time.
IMGP4860
Clearly we are all enthusiastic about the use of virtual worlds and its related tech as a medium for the things we do. Also we are very tolerant and understanding of the various ways locations real and virtual got connected. We knew the tech would not always work, however the team how put it all together and made it run had so many bases covered it was very impressive.
Consider what was actually going on.
1. A group of early adopters fly in from all over the place to be at the Dublin Institute of Technology, many who know one another from purely online interactions and the mini fame bubble we have in all this.
2. A group of early adopters drop into the sim in Second Life where video from the DIT is streamed in.
3. The video of both Second Life and DIT is also streamed/recorded to a web chatroom
4. Some speakers present in Second Life as a talking head, some present as a more TV style chat show interview format.
5. Some speakers present in the DIT, mixture of slides, body language, stage performance etc.
6. Some speakers present as a Skype stream mixed with slides.
7. The whole thing gets threaded on twitter with a #metameets hashtag
8. Inworld chat in SL, and twitter, and web chat, and skype and physical voice are all used to present questions to speakers wherever they happened to be.
People in the physical room were also engaged with the online parts, some people in world, some on twitter etc.
How many conferences have you been to where there is not even a web stream, or a suggested hashtag, where the whole thing has been designed to be closed off. This was 100% open.
The team were both in the conference and organizing it, and as participants were were equally enabling and helping. A whole set of people were also not in Ireland but directing the streams from elsewhere
IMG_0871
We realised that sometimes the remote presentations either direction meant we were a little detached form one another atmosphere wise. However, those are solvable. I was not in SL very much as I happened to not sit by a power socket, so it really was a very old fashioned problem of needing more electricity (we had wifi) to then engage in SL or webchat. I did though use my iphone a lot on the wifi to engage on twitter.
So not only did we have very interesting people saying very interesting things, we were doing it in the ecosystem that we all talk about and thrive in. After a talk people would go for a break, gather in small groups and chat about things, just as the groups in SL and wherever else were able to gather and chat. Chat sounds like a trivial word, but really it was to extend one another’s understanding, to challenge and support the various conversations, to share war stories.
The threads that came together though were so intriguing. The first night in Gogharty’s pub in Temple bar, talking with Ham Rambler about how his very famous Dublin in SL came into being. How the Blarney Stone in SL was modelled on the pub we were in. For me that had lots of serendipity, not least because the builder of said Dublin in SL was originally Robin Winter/Shukran Serendipity who now works at Imperial College with Dave Taylor/Daveee Commerce and who I have been working with on some medical training sims. The blarney stone also featured in one my earliest evangelist moments helping a client persuade the rest of his team about the benefits of virtual worlds, in particular the mirror world aspect. He described to me in front of them how I would reach this pub using verbal directions only. I then sparked up SL and turned the very corners he described to arrive at the Blarney Stone. They then almost 100% got that particular point.
So to all the organizers, speakers and attendees I have to say a huge thankyou. It is so nice to be amongst friends sharing ideas and leaving feeling motivated.
For me it was a great honour to do my pitch, to think some thoughts and also to do them as almost a warmup act for Philip Rosedale who was on straight after me.
IMG_0858
Thankyou JojaDhara for inviting me to speak (via my old colleague Rick Reesen 🙂 )
Well done to Malburns and the crew for the remote TV studio direction and wrangling too 🙂
Slimwarrior and BevanWhitfield for seemingly powering the entire place with frantic keystrokes and electric enthusiasm.
Sitearm Madonna for keeping it all on the straight and narrow, and asking some damn good questions.
Other things and people you really should check out.
StuWarf should be an inspiration to us all. As he pointed out he probably was the youngest person in the room, yet he has driven into existence a whole business with Rezzed.tv whilst still being a student. I hope he will be at the next metameets and get to present his life experience to us too.
Chantal/MaMachinima and her marvellous machinima that the edit her pieces of work certainly bounced around with my emotions , a few brought a lump to my throat, others made me laugh. It is very inspiring too that her work has been show at the world expo in Shanghai.
Slimwarriors album Slimgirlfat is on itunes, I know that because I am listening to it now whilst typing this 🙂
It was brilliant to hear Lisa Feay/Elfay Pinkdot’s rant/monologue/empassioned plea and list of words she never wants to hear again (monetize anyone?). Her radio show and Jazz geek out is worth checking out http://www.coffeeandpajamas.com/
Claus Uriza and his pop art lab are certainly worth hearing more about and visiting.
On the tech side of things it was great to catch up with my fellow colleague at the old firm and travel with justincc. He is Mr opensim and it was great to see him in the mix and hearing some cool things to geek out to.
Jon Himmoff of Rezzable had some very interesting things with opensim and unity3d to talk about and show. Something dear to my heart, that kind of integration.
Now of course I realize that this post could go on and on, Jessica Pater, Tim Savage, Paul McDonagh-Smith, Tim Goree, Justin Bovington, Robin Harper, Joel Foner, Mark Kingdon, Philip Rosedale ….. all had cool things to say.
Who could not though be inspired by all this? All in the beautiful city of Dublin.
So yay for bangers and mash
IMG_0872
Rock and roll fish and chips
IMG_0847
(I hope epredator makes it onto the roll of honour up there with U2 🙂
Guinness and the Blarney Stone/Gogharty’s
IMG_0849
The megaprim needle in the centre of Dublin
IMGP4863
My one concern is that somehow we may have excluded some of our virtual world peers as they seemed to be a little annoyed and have made a film about it.
IMGP4847
Next year more furries in RL please. Thankyou……

Not all avatars and islands – Metameets 2010

I am over here in Dublin this weekend for a very good gathering and conference Metameets 2010. I was lucky enough to be able to present yesterday, and as I mentioned in a previous post I decided to suggest we had some more places and directions to go.

Not all avatars and islands? from Ian Hughes

The underlying premise of this is that a thread of narrative, and event, a set of ideas do not have to live in one virtual world or in one place. Threading and augmenting physical and virtual and web in multiple ways may start to give us new metaphors for connecting our ideas and improve human communication online. This is because though I love virtual worlds at the moment, and they are not going away, I know there is more we can do, better ways still to use all the ways we can interact and engage. It’s not all avatars and islands.
What was a great honour too was to effectively be the warmup act for Philip Rosedale, talking about Love Machine and Mark Kingdon talking all things Linden Lab/SL. Both those presentations were streamed in. In fact quite a few in the afternoon had to be streamed in due to the ash cloud stopping some travel.
I will write a post on the whole experience and some thoughts once we are done, but for now the slideshare of my pitch is up.
One of the anecdotes to describe this that came to my whilst I was talking was to consider being in an irish pub, with the band playing and wanting to join in on the penny whistle. You don’t have one to hand so you quickly check out the virtual world shops and find one you like, 3d print it out in the pub, join in and then find the whole thing is captured and streamed into another virtual world, like the blarney stone in Dubln SL. It’s not one place or one experience.

Next week live and direct at Metameets Dublin

Time flies by so quickly and it is nearly time for Metameets 2010 in Dublin on 7-8th May. I am doing a 30 minute talk at the event, live and in person on 7th. If you look at the schedule you will see a good few familiar names . The speaker list is in an interesting order too I like the billing order 🙂
So what am I going to talk about in my slot.
The whole conference is right where I am interested in talking about things, the theme being “Old Myths and New Realities – The New Realities of Virtual Reality in the Old World.”. With the cast there I feel a little pressure to keep up. It is odd but when you are thrown in the ring with the people who you have been influenced by and whose work and thoughts you respect, with an audience who is well informed and educated on the subject, it becomes a different discussion to the usual evangelical one of “hey this really is a good idea people!”.

I want to build on my washing away cave paintings and where my current thinking is with how we are already changing things quite dramatically for society. So I was planning on this.

Synopsis: Virtual worlds have already acted as a disruptive technology and combined with other web movements have caused a positive social disruption to all parts of our lives, work politics and friendships. However many people are already scared by our new ways of communicating and interacting. Yet have we, as virtual world exponents, already got too comfortable with avatars and islands? Should we be considering where we go to next layering and combing real and virtual. How do we start to thread our online existences? Is there another step to take in the not so distant future that lets us communicate our ideas online in ways we have yet to evolve to consider.

Quite often things come up as I am presenting, its sort of an adlib performance as I am not big on writing scripts and sticking to them. If there is anything anyone wants to ask beforehand or see me weave into this then let me know here or on twitter etc.

For instance Rita King/Eureka DejaVu posted this article on something we did in world the other day where we met to discuss a drupal based web project and some wireframes. I quickly sparked up some shared media screens pointing to google drawings so we could walk and talk our way around the ideas, and a live version of a site on another panel. It was good to be able to move around the space and refer to things by our avatar position, though sometimes it felt there should be an event better way to negotiate and explain the concepts to one another in this space other than clunking our avatars around. However, it worked and it was quick, simple and almost cheap (if you ignore the fact I am paying Linden so much for an island!)
I have included Rita’s video here form her original post. You even get to hear my Norfolk accent droning on about how good drupal is as an example of voice comms 🙂 Rita said “go on say something interesting” 🙂

A new virtual world to visit – Wonderverse

I have just popped in and signed up to Wonderverse. http://www.thewonderverse.com a new virtual world application. It is good to see new ones appear as we have lost a few recently.
It is, of course, still an early beta, but (aside from being a windows only app) its quite a stylish look. The avatars are elongated cartoon style.
Wonderverse 2010-04-23 13-53-15-16
There is already storefront (you seem to have to use the web pages for that) that enables you to spend some of your initial credits on some basic clothes and styles. There seem to be a few more hairstyles for female avatars, I could not see how to get my green spikey hair I am so fond off 🙂
Wonderverse 2010-04-23 14-14-29-47
Chat is by chat bubbles over head and a range of emotes using / or right click are available.
It certainly plays a lot of music. I am not sure what streaming service it is attached to or where the music is from but its a pretty good selection.
I am not sure there is much to do just yet, but who knows 🙂 It does not seem to be a UGC environment though there were a number of tv screens on the wall of the clubhouse. Maybe see you in there sometime, you can guess my handle 🙂

I really do like this shared media

I keep finding myself bemused by the anti-slviewer2 comments in Second Life. Yes a few things are in different places, the colours have changed, but….. you get to interact with content in a whole different way with the media containers and true web on a prim. It may be that many people not being builders will not find a space to create an surface and mess with the texture settings to get access to this great addition. However I have shown a number of people some very powerful things very very quickly. For me that is all win!
Yesterday I was in world when we had the great British Airways storm the front moment as their planes headed to an ashcloud closed UK. We all became plane spotters on http://www.flightradar24.com/ watching the stacking trails as the natural disaster met health and safety met commercial pressure. I augmented my experience by happening to be in SL and stuck a web on a prim under my previously created gas cloud sculpture. It just added to the experience. Not only watching live flights and a historic moment but being logged into my favourite virtual world and embedding the data into it.
planes and ash
The real kicker though is how easy it is now, in particular with googles new google draw to work on shared diagrams. Yes whiteboards are just a click away. Being a web app you can also have people contribute who are not in world with you. You can leave a diagram and come back to check multiple updates later or work on it all collaboratively seeing the effect of one anothers work as it happen. You know just like standing in a room with someone doing a chalk and talk. I still prefer to use in world objects to get most points across, but sometimes, just sometimes scrawling on a wall does it for me.
working on google drawing in SL
I hope that if one thing good comes out of the air travel confusion it is a whole host of people asking “isn’t there a better way to work than emailing these attachments around and having telephone calls”. Of course many of us know there is, and regularly use them.
The ability to do up to 8 shared screens, so above we have both a whiteboard and my previous post and video on working differently available side by side. The option to use a forced privacy method by having the web page as a hud gives all sorts of options. I am still experimenting with how wearing the web can be used for some interesting effects too.
Its all good, give it a try.

No not Snowcrash, Modern Warfare 2 updates

The last few hours have been about the release of an update to one of the most popular online games of recent years. Modern Warfare 2. The update, or “stimulus package” as it is entitled is a new collection of maps to engage in multiplayer matches online. The pressure that Xbox Live was put under and the Modern Warfare system, must have been very intense as the game is still highly played and clearly most people were geared up to download it and to spend 1200 Microsoft points on Xbox Live (though that seems a little steep for 5 maps).
DLC is an interesting approach to keeping a game alive, the game becomes a framework or container for us to be sold new virtual goods. People often assume virtual goods are t-shirts and posters but this is highly engaging virtual content.
What is also interesting is that the levels will feel different each game. This is because of the unknown factor of other people and of variations to the games, team deathmatch, capture the flag etc that give a different dynamic every time.
What we end up with is an event in virtual space, with some other people joining in and a degree of structure to the event. It may be twitch reaction shooting and situational awareness but it is an important interaction to help inform the non game virtual worlds.
One of the levels features an oddly spooky mannequin factory that in Snowcrash you might consider these are avatars of people with lower end kit and connections to this virtual world.
MW2 dummies
Actually they are just scenery. Though when you come barrelling into the room tuned to shoot at anything human shaped they are a little disconcerting en masse.

The only way is up – Just Cause 2

Recently I have been exploring the new free-roaming island based game of Just Cause 2 on the 360. I was a fan of the original and anything that features a high degree of independence of action, not just on the rails story appeals to me. There is an interesting dynamic in such games though, that in not following the story all the time it feels as if you may be missing out, not doing as you are told. This may be my legacy of gaming in that much of what we have grown up doing has been to follow a plot. It is akin to listening to the radio rather than picking your own playlist on an MP3 player. The latter is rewarding but the former is much easier and my just lead you to some new piece of music you had not considered.
I have to say that Just Cause 2 has an immense map. You have 400 square miles of map to explore. Very importantly though that is not all, there is very much a use of height in this game. Buildings and mountains can all be traversed, and subsequently jumped off again with some fantastic base jumping elements. In addition you can take to the skies in helicopters, jets and commercial airliners too. Even without the use of the upcoming 3d it manages to generate a fantastic feeling of vertigo.
Just Cause 2
Another feature of a sandbox environment is the ability to deal with things in inventive ways. Your character features a grappling hook that does the basics such as hanging out of a helicopter even higher in the air.
Just Cause 2
However it also is able to be used as a tool by attaching both ends of it to things and using physics.
A prime example was when my car ended up on its side propped against a tree, yes I was driving up a mountain in a “I wonder if this will work moment”. It was an obvious thing to do to grapple the car, attach the other end to a very large rock and see what happened. It righted the car. It then made me feel I had been clever and inventive dealing with a situation of my own creation.
There are somewhat dubious references to the imagery of the gulf war in that the islands dictator has large statues dotted around the island. Part of your destructive game play means you can attach the grapple to the statue and then to a vehicle and attempt to pull down the statue.
Sandbox games are the closest to what we see in virtual worlds in crossover terms. Just Cause 2 is a single player game, in part because the destruction you create is really personalising your island. However the balance between “give me something to do” and “I am just going to find something to do” may be something the VW providers and content creators need to consider in helping people find a narrative, either social or business related.

Getting organized at a legal level.

On Friday I was lucky enough to be asked to join a panel at a Governance in Virtual Worlds event in SL. It was hosted for Sandra Day O’Conner College of Law Arizona State University by the guys at World2Worlds
We were there to discuss “are the trappings of place-based governance the best model for virtual worlds? Given a choice, do people prefer corporate-style management to political government? What are the opportunities and perils of each model? Are hybrid forms evolving in virtual practice?”
panel
It is always interesting to be a panelist or presenter at hosted events like this, as just as in a physical venue it is no always apparent the amount of organisation and attention to detail the goes into getting everyone where they need to be.
Kim/Rissa and John at World2Worlds (and the rest of the team) were busy all the time during the event.
From the initial elements of having a reception for panelists and attendees complete with catering
event catering
governance
to the more technical challenge of the panelists being in a specific Skype chat as well as in SL in voice to help bridge and mitigate any voice issues and broadcast what we had to say to the web. The initial gathering for this was akin to a green room at a physical event where we chatted and got organised before taking to the stage.
I am often struck with how people can assume that online means easy and no effort, when in fact the effort required is the same from the organizers. Getting the agenda sorted out, dealing with people turning up, advertizing the event (based on a track record of doing good events), getting the great audience that we had to come along all take time and persistent effort.
World2Worlds always do a fantastic job and so a huge thankyou to them from me.