Posts tagged ‘virtual reality’

2017/02/02

Machinima! Scripting!

As reblogged (“reblogged”) over on the Secret Second Life Weblog, there is a new Second Life machinima out from the impressive (virtual, international) team of Randt and Hoisan (here is Natascha Randt’s weblog entry in German even). Both of them say nice things about me (well, about that Dale person’s) contributions, of which I am (Dale is) quite proud, even though (don’t tell anyone) scripting in Second Life is pretty much always very easy programming.

I should really do a weblog entry sometime about Second Life scripting, because it’s pretty wild. The language it’s done in is a bizarre little thing; the rumor that it was put together over a weekend just to have something working, without much thought, may be true or false, but it certainly feels that way. It’s almost-but-not-quite event-driven, objects are almost-but-not-quite immutable, lists are almost-but-not-quite first-class objects, etc, etc, etc.

And you can tell the built-in functions because they all start with “ll” (el-el, not eleven).

That weblog entry should probably be in the other weblog, though. :)

Besides recommending that you watch the machinima in the first paragraph there (which is very well worth watching!) I will just say here that Second Life is still out there, and still going strong, with constant events, DJs, live music, games, romance an’ drama, shopping (SO MUCH shopping!), building of castles and piloting of vintage airplanes, SF buildings and philosophy discussions lame and non-lame, many strippers on dancepolls, people being dragons and tiny otters and suchlike, and general wild creativity and madness and fun.

There are all sorts of other “VR” and suchlike going on, as the song seems to have come ’round on the guitar again, but I’m not convinced by any of them, including the ones done by Linden Lab, the creator of Second Life. I still strongly believe that enabling users to create content, simply and inside a shared world and without mastering any 3D modeling tools or knowing what a normal map is, is key to why Second Life works, and that all the new efforts centering on geeky 3D goggles and higher resolution displays and giving each creator their own private world, are pretty much entirely missing the point.

I admit I don’t know what to make of, or do about, the fact that the Second Life population has more or less plateau’d in size; but I don’t think anyone else does, either, or that geeky 3D goggles are the thing that’s going to get it to the next ten million users…

So we’ll see!

 

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