No. Once again, from the top. The reason that second life is so crappy and unstable is because it was built from the husk of Active/Openworlds, which was a very early version of this whole "virtual world" thing. Lets just put things in perspective...
Active/Openworlds run perfectly well on a powermac 7500 with a 100mhz processor and 32mb RAM.
Lets put things in more perspective:
Second Life has been developing, adding, and "fixing" this base code since its birth. Instead of starting over again with a much more thoroughly tested graphics/world engine, they decided to swipe something that was free anyhow and break it. You'll hear a lot of whining about how you cannot dynamically add content using engines like Quake or Unreal--which is technically true, but its possible to license either one of them to build in dynamic content if you want, and the Thief engine has it built in anyhow.
Second Life developers are not idiots--but neither are they rockstars. The biggest issue (and the thing preventing them from becoming rockstars) is middle and upper management who see the entirety of this monstrosity as a vehicle for the creation of "cool" points and dollars--not as a vehicle for the creation of "fun" for their customers. So they throw the OSX port at ONE developer and tell him to "make it work" while happily signing ultimately worthless contracts with the likes of IBM, Best Buy, Sony, and now various and sundry american television broadcast companies.
Second Life is garbage because of the way Linden Labs is run. It's crap from the very top down to about the middle, and then below that its just extreme and pretty constant frustration. Nice going, lindens.
Active/Openworlds run perfectly well on a powermac 7500 with a 100mhz processor and 32mb RAM.
Lets put things in more perspective:
Second Life has been developing, adding, and "fixing" this base code since its birth. Instead of starting over again with a much more thoroughly tested graphics/world engine, they decided to swipe something that was free anyhow and break it. You'll hear a lot of whining about how you cannot dynamically add content using engines like Quake or Unreal--which is technically true, but its possible to license either one of them to build in dynamic content if you want, and the Thief engine has it built in anyhow.
Second Life developers are not idiots--but neither are they rockstars. The biggest issue (and the thing preventing them from becoming rockstars) is middle and upper management who see the entirety of this monstrosity as a vehicle for the creation of "cool" points and dollars--not as a vehicle for the creation of "fun" for their customers. So they throw the OSX port at ONE developer and tell him to "make it work" while happily signing ultimately worthless contracts with the likes of IBM, Best Buy, Sony, and now various and sundry american television broadcast companies.
Second Life is garbage because of the way Linden Labs is run. It's crap from the very top down to about the middle, and then below that its just extreme and pretty constant frustration. Nice going, lindens.
ActiveWorlds actually doesn't run at all on a Mac, and the reason it runs well on older computers is because it was originally meant to run on Windows 3.1 and their rendering engine hasn't really been updated in almost 8 years now. It doesn't have nearly as many features as SL, and the quality of the graphics is much lower (and physics are non-existent aside from avatar/object collision and even that's basic). That said, it's much more stable than SL, and because there aren't any physics or major server processing, you can run what's AW's equivalent of a "sim" on your own computer.
I'm pretty sure though that SL wasn't built on AW's codebase.