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OTHER Virtual Worlds

Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
10-24-2007 05:20
From: Hypatia Callisto
I don't see any special emphasis on the game aspects in SL at all. In that way, it's very different from Metaverse. SL puts a whole lot of emphasis on the community and social aspects, which only There and Kaneva really do to any real extent (plus some VRML worlds, but their tech is very outdated by now) at this juncture. Of those three, only SL has any real freedom to do mostly what you want, in a platform sense. Metaplace and Vastpark seem to be going to that market as well, but only Vastpark is in beta (anyone here in Vastpark?)


Multiverse I think only uses the term "game" because it's an effective marketing buzzword. Gamers are a big market, and they like to think they would be able to build their own MMORPGs, even though it isn't true (they require a huge development team). SL does similar with the claim that you can do, or create, anything you want on SL, so it's just a common marketing strategy.

Multiverse is more of a competitor for the corporate "event worlds" than for the social world of SL, but there is nothing stopping someone creating a social world in SL. I have the feeling, although I have no evidence for this, that SL would not be commercially viable if it became essentially a graphical talker.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 05:24
From: Yumi Murakami

Multiverse is more of a competitor for the corporate "event worlds" than for the social world of SL, but there is nothing stopping someone creating a social world in SL. I have the feeling, although I have no evidence for this, that SL would not be commercially viable if it became essentially a graphical talker.


It would be a competitor if it didn't suck. :) I think SL is currently better for event worlds than Multiverse, as it has tens of thousands online at any one time, more people to pull from.

Once Multiverse gets to that level of concurrency, I'd believe they'd be a competitor. At this current juncture, no... and I don't see it happening very soon, either.
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... perhaps simplicity is complicated to grasp.
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
10-24-2007 05:28
From: Hypatia Callisto
It would be a competitor if it didn't suck. :) I think SL is currently better for event worlds than Multiverse, as it has tens of thousands online at any one time, more people to pull from.


That might or might not be valuable though. Take for example the CSI event in SL - that isn't aimed at existing Second Life users at all, and doesn't use 90% of the Second Life standards. That would have been a perfect candidate for Multiverse, except that LL have done a good job of making Second Life's _name_ known to the public, so it was more attractive to the producers for that reason (and also the fact that Multiverse doesn't really have any MDCs yet). I doubt it was because of the existing userbase. If you're going to bring 2 million people in for your event what does it matter about the 10,000 already there?
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 05:36
From: Yumi Murakami
That might or might not be valuable though. Take for example the CSI event in SL - that isn't aimed at existing Second Life users at all, and doesn't use 90% of the Second Life standards. That would have been a perfect candidate for Multiverse, except that LL have done a good job of making Second Life's _name_ known to the public, so it was more attractive to the producers for that reason (and also the fact that Multiverse doesn't really have any MDCs yet). I doubt it was because of the existing userbase. If you're going to bring 2 million people in for your event what does it matter about the 10,000 already there?


See, the diff between SL and Multiverse, is that it's actually *easy* to sign up and get an account and going on SL, with Mac, Windows or Linux. SL installation is relatively painless, about as difficult as installing a browser. The method to getting your avatar set up and running in SL is the easiest anywhere, pretty much - at least for now. Plus its portable anywhere in the SL universe. No starting over when going to a new place in the world.

This is not going to change as the Grid scales to the new architecture. The idea is that your avatar and assets will be portable with you, to wherever you go in the Second Life Grid.

Multiverse is not slick at all, and doesn't work on anything but Windoze. (try installing Multiverse, its an enormous pain in the butt that fracked my DirectX10 by replacing it with version 9 grumble grumble) It doesn't have a large currently installed base to prove that it's got that ease of use. And after all that installation pain in the butt, it wouldn't even run right on Vista. Only does my XP system. Of course I've put my DirectX 10 back on, so Multiverse isn't running right anymore :p
_____________________
... perhaps simplicity is complicated to grasp.
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 05:51
From: Johan Durant
Is that something they say or do you just assume this? Because the issue with alpha sorting applies to any real-time 3D graphics, doesn't matter if it's DirectX or OpenGL.

As for giving creators more freedom, I'm not sure why you think the graphics API makes any difference to content creators.


Not true man. OpenGl and DirectX are two different rendering engines. Completely. Alpha-sorting isn't an issue with DirectX.

Why don't you think giving someone more technology to back their projects isn't giving them more freedom? It's like movies...the majority of talented movie-makers nowa'days, are much more free to create the world they imagine...it's because of advanced technology--this applies directly to all aspects of digital creation, Second Life included.

Let's not get technical and jump into the 'good games aren't based on graphics' argument...I understand that. The key world I'm using is 'freedom.' And the perfect example is the OpenGL alpha problem with Second Life--I don't have the freedom to build how I want...I have to design around alpha-sorting...

Allowing someone the ability to create more subtle and advanced textures, lighting, models...all that gives the creator more 'freedom' to let their imagination run wild without the fear of being inhibited.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:01
From: Aminom Marvin
OP is a liar. This is a completely different product than SL and doesn't overlap at all. Multiverse is more a quick game development platform, not an entire, fully-functioning world like SL.

I'd even be willing to be that the OP was paid or convinced to do this advertising.


lol...lol...

lol...

That, as you noticed, made me laugh. Why am I a liar? Because I read-up on a product, and told you what I gathered from it...don't you think that's a little harsh to be calling me a 'liar?'

It's not a fully functioning would YET. I never said it was. MY point was, the implications are open-source...someone (anyone) is free to create that Multiverse fully-functioning SL rip-off...it's totally feasible.

Liar liar pants on fire...man, you crack me up. What are you 12? And what is this about me bing paid to advertise...lol. Where in the world do you come up with that? If I say I like M&Ms here on the board, are you going to say I work for Hersheys?
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 06:03
From: Michael Bigwig
Not true man. OpenGl and DirectX are two different rendering engines. Completely. Alpha-sorting isn't an issue with DirectX.


This is true, but not an argument for Multiverse over SL. You can minimise alpha sorting issues, the trouble is most people don't bother to, or know how. It's an issue with every engine that uses OpenGL.

From: someone
Let's not get technical and jump into the 'good games aren't based on graphics' argument...I understand that. The key world I'm using is 'freedom.' And the perfect example is the OpenGL alpha problem with Second Life--I don't have the freedom to build how I want...I have to design around alpha-sorting...


Well... your choice is: DirectX and Windows only, or OpenGL and have Linux and Macintosh, too. If you're trying to market to as many platforms as possible, then you see why they went with OpenGL. As long as MS doesn't want to play nice with others, we're all kind of stuck with it.

But I'm happy to mess with DirectX game engines - I just know better than to think they'll be a replacement for OpenGL till MS gets its collective head out of its butt and starts being nicer with other platforms :)
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... perhaps simplicity is complicated to grasp.
Zaphod Kotobide
zOMGWTFPME!
Join date: 19 Oct 2006
Posts: 2,087
10-24-2007 06:04
You talk alot about the apparent "Freedom" Multiverse affords. What concerns, if any, do you have about the fact that DirectX is only available on Windows platforms, and the very latest Direct3D and other crucial APIs, only available for Vista? This isn't a Multiverse. This is a Windowsverse. So much for cross platform interoperability - a MUST for tomorrow's virtual worlds.

From: Michael Bigwig
Not true man. OpenGl and DirectX are two different rendering engines. Completely. Alpha-sorting isn't an issue with DirectX.

Why don't you think giving someone more technology to back their projects isn't giving them more freedom? It's like movies...the majority of talented movie-makers nowa'days, are much more free to create the world they imagine...it's because of advanced technology--this applies directly to all aspects of digital creation, Second Life included.

Let's not get technical and jump into the 'good games aren't based on graphics' argument...I understand that. The key world I'm using is 'freedom.' And the perfect example is the OpenGL alpha problem with Second Life--I don't have the freedom to build how I want...I have to design around alpha-sorting...

Allowing someone the ability to create more subtle and advanced textures, lighting, models...all that gives the creator more 'freedom' to let their imagination run wild without the fear of being inhibited.
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From: Albert Einstein
Problems cannot be solved at the same level of awareness that created them.
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:08
From: Sling Trebuchet
PS: If Aminom is going to out Mr Bigwig, then let's out him properly.
Mr B is also a serial killer, a major cocaine dealer, a terrorist and a major backer of genocide in Darfur. OK?


Ya! Get it straight!
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:11
From: Hypatia Callisto
This product has serious ... problems. It overwrote my newest DirectX installs with an older version.

No excuse for crappy installers that DONT ask you for what you need installed or not.

Not only that, it is DOG SLOW. Makes SL look like a Ferrari, in both graphics and speed. Terrible.

As far as game platforms go, this is neither the newest technically, nor the best. If your goal is to rapidly create a game - go for Torque or get some serious backing and funding and spend the bucks on Unreal Engine. Cryengine is another one to watch.

I'm curious about Vastpark, but so far I've not gotten into it yet. But Multiverse - meh, it has a long way to go before its anything really useful, for either virtual worlds or games.


Do you have any idea of expensive it is to license 'Cryengine?' Especially with Crisis coming out? Way more than we can afford. That thing is the diva engine right now...we can't touch that with a ten-foot pole. Those engines aren't an option for the average consumer.

But the average consumer can use Max, Maya, Blender, whatever to create their own builds in Multiverse for free. It doesn't have to be a FPS or an MMOG...the user has the freedom to create anything they want...and if they form a team...they can even make a functioning pseudo-society like SL...

Let's not be too harsh on Multiverse yet...it's brand spankin new...it's not like SL didn't (and doesn't) have major bugs.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:15
From: Hypatia Callisto
It would be a competitor if it didn't suck. :) I think SL is currently better for event worlds than Multiverse, as it has tens of thousands online at any one time, more people to pull from.

Once Multiverse gets to that level of concurrency, I'd believe they'd be a competitor. At this current juncture, no... and I don't see it happening very soon, either.


Hater. :)
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:18
From: Hypatia Callisto
See, the diff between SL and Multiverse, is that it's actually *easy* to sign up and get an account and going on SL, with Mac, Windows or Linux. SL installation is relatively painless, about as difficult as installing a browser. The method to getting your avatar set up and running in SL is the easiest anywhere, pretty much - at least for now. Plus its portable anywhere in the SL universe. No starting over when going to a new place in the world.

This is not going to change as the Grid scales to the new architecture. The idea is that your avatar and assets will be portable with you, to wherever you go in the Second Life Grid.

Multiverse is not slick at all, and doesn't work on anything but Windoze. (try installing Multiverse, its an enormous pain in the butt that fracked my DirectX10 by replacing it with version 9 grumble grumble) It doesn't have a large currently installed base to prove that it's got that ease of use. And after all that installation pain in the butt, it wouldn't even run right on Vista. Only does my XP system. Of course I've put my DirectX 10 back on, so Multiverse isn't running right anymore :p


Hypatia...just give it time. Jeez Louize. You're comparing a baby to a wrinkly old man...let Multiverse age a little.

And yes...it's geared a little more towards a key group...and the hard core...but let me tell you something, this could be a good thing...a really good thing. Put a bunch of hardcore designers and programmers together...and that's where the magic happens.

Multiverse is completely scalable and open-source. If they continue to tweak and expand, the sky's the limit.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:21
From: Zaphod Kotobide
You talk alot about the apparent "Freedom" Multiverse affords. What concerns, if any, do you have about the fact that DirectX is only available on Windows platforms, and the very latest Direct3D and other crucial APIs, only available for Vista? This isn't a Multiverse. This is a Windowsverse. So much for cross platform interoperability - a MUST for tomorrow's virtual worlds.


OK...but I have no doubt if it's a solid product, there are MORE than enough Windows users to create a bustling world...one more advanced that SL.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Czari Zenovka
I've Had it With "PC"!
Join date: 3 May 2007
Posts: 3,688
10-24-2007 06:28
From: Jessica Elytis
Looks better designed for "gamers" and "combat" orientented.

Be a great alternative for teh griefers of SL *Grins* Places where they can LEGALY shootup people lol.

And since it's open-source, LL has access to all the programming anyway. I'm still clinging to that pixel thread of the grid blanket that LL corrects the vast majority of major bugs and then explodes into the future.

With the partnership to IBM, as well as working with Google, I see good things for SL. Just need some focused management, and a LOT more communication.

~Jessy


That was my first impression as well - more of a gamers type world.

Think I'll stay in the SL community. :)
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 06:28
From: Michael Bigwig
Hypatia...just give it time. Jeez Louize. You're comparing a baby to a wrinkly old man...let Multiverse age a little.

And yes...it's geared a little more towards a key group...and the hard core...but let me tell you something, this could be a good thing...a really good thing. Put a bunch of hardcore designers and programmers together...and that's where the magic happens.


As long as usability and cross platform compatibility are not there, it's not a competitor to SL. Heck, it doesn't even run on VISTA. :p It's also not next gen. It's old, just in its very own way :) Old tech, and not even out of the starting gate :p

Nah, I'll be happy to be a hater and play with real next gen game engines, like Unreal or Crysis. Heck even Torque Game Engine Advanced is better, platform wise.
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... perhaps simplicity is complicated to grasp.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 06:48
From: Michael Bigwig
Do you have any idea of expensive it is to license 'Cryengine?' Especially with Crisis coming out? Way more than we can afford. That thing is the diva engine right now...we can't touch that with a ten-foot pole. Those engines aren't an option for the average consumer.


As long as it doesn't install well on enough systems to make your game pay, you're using the wrong engine. Not to mention it was slow on my hardware, and my hardware isn't old.

http://www.garagegames.com/developer/torque/tse/

There's a game engine with an affordable price and next gen compatibility. And if you want to appeal to Mac and Linux users, they have a step down from it -

http://www.garagegames.com/developer/torque/tge/

And the dev community is experienced and active :) Making games, use a game engine :) Torque is really one of the very good ones at a reasonable cost.
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... perhaps simplicity is complicated to grasp.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
10-24-2007 06:51
Direct X has alpha-sorting issues as well, it sounds to me though like Multiverse is focused on static builds, which means that it can reliably do processing on alpha textures to ensure that they are rendered correctly. This is something that could be costly to do in SL since any prim can move at any time with no reliable way of telling when and where it will move to. Non-physical prims without scripts (or being part of a linked-set with scripts) could I suppose be processed in this way, as the only times they will update is when a user moves them, but it's still not a very easy thing to do in a dynamic world.

If you look very closely at things like explosions or sprite-based grass in Direct X, then it is possible to see the same sorting issues if they are made up of multiple layers, or near an indestructible window or similar. But most Direct X games as I say are all pre-rendered and carefully designed, so it's often difficult to tell, especially if they're using things like different blending modes to do the explosions (something SL could admittedly do with, particles are horrible).
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
Posts: 2,181
10-24-2007 06:54
From: Haravikk Mistral
Direct X has alpha-sorting issues as well, it sounds to me though like Multiverse is focused on static builds, which means that it can reliably do processing on alpha textures to ensure that they are rendered correctly. This is something that could be costly to do in SL since any prim can move at any time with no reliable way of telling when and where it will move to. Non-physical prims without scripts (or being part of a linked-set with scripts) could I suppose be processed in this way, as the only times they will update is when a user moves them, but it's still not a very easy thing to do in a dynamic world.

If you look very closely at things like explosions or sprite-based grass in Direct X, then it is possible to see the same sorting issues if they are made up of multiple layers, or near an indestructible window or similar. But most Direct X games as I say are all pre-rendered and carefully designed, so it's often difficult to tell, especially if they're using things like different blending modes to do the explosions (something SL could admittedly do with, particles are horrible).


Strange. I've worked on several indie-game-titles, on DX, and never had alpha-sorting issues. But on OpenGl...it's always there. Hmmm. I must be using a different DX than you.
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~Michael Bigwig
__________________________________________________Lead Designer, Glowbox Designs
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
10-24-2007 07:01
From: Haravikk Mistral
Direct X has alpha-sorting issues as well, it sounds to me though like Multiverse is focused on static builds, which means that it can reliably do processing on alpha textures to ensure that they are rendered correctly. This is something that could be costly to do in SL since any prim can move at any time with no reliable way of telling when and where it will move to. Non-physical prims without scripts (or being part of a linked-set with scripts) could I suppose be processed in this way, as the only times they will update is when a user moves them, but it's still not a very easy thing to do in a dynamic world.

If you look very closely at things like explosions or sprite-based grass in Direct X, then it is possible to see the same sorting issues if they are made up of multiple layers, or near an indestructible window or similar. But most Direct X games as I say are all pre-rendered and carefully designed, so it's often difficult to tell, especially if they're using things like different blending modes to do the explosions (something SL could admittedly do with, particles are horrible).


I know that DirectX is better with alpha than OpenGL - but what you say is true even for OpenGL. OpenGL games don't have alpha sorting issues either if they are made in a traditional manner (premade like Ragu - it's all in there, and designed carefully around the issues to minimise them)

SL is a streaming active world, where it can dynamically change from one second to the next because the users form the world itself, it is very different than Multiverse, or any other game engine out there. It is more like a 3d web in that aspect, it's sent to you to load on demand, as you hit the sim and download everything in your field of view. Whereas in traditional games, the art resides on your hard drive, already made, nothing new for a user to create. Want something new, you have to download/make a patch/mod for it. Your interaction with traditional games is passive, even if you think you're doing something.

I'm still waiting to see the next streaming 3d world that will be SL's competitor. There's not one, yet. I'm certain it may one day come, just not sure, when. It's not Multiverse, that is for sure. :)
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... perhaps simplicity is complicated to grasp.
Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
10-24-2007 09:40
From: Hypatia Callisto
sweet like chocolate on vanilla ice cream with hot cherries on top, indeed :D

http://www.crytek.com/technology/cryengine-2/specifications.html

Lots of complexity and power in that baby :D I do think I will be getting Crysis when it comes out just to play with the sandbox editor.


YUP! Built-In Editors are one main reason I'll pick up a game.
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
10-24-2007 18:10
From: Michael Bigwig
Alpha-sorting isn't an issue with DirectX.

I suppose my knowledge of Direct X particulars is getting dated; the last time I really programmed anything using Direct X was the SL Clothes Previewer, and it's not like I was paying much attention to the sorting of alpha polygons. Do you have a link to information that explains how the latest versions of Direct X improve the drawing of alpha transparency?
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