[Opensim-dev] avatar system or similar
Kyle Hamilton
aerowolf at gmail.com
Mon Apr 14 08:50:06 UTC 2008
On Thu, Apr 10, 2008 at 9:05 AM, Sean Dague <sean at dague.net> wrote:
> On Thu, Apr 10, 2008 at 08:50:33AM -0700, Diva Canto wrote:
> > From where I stand, that, or something like that, is a major
> > architectural requirement for virtual worlds to get serious. Without the
> > ability for people to get an identity+inventory that they can port
> > around through different organization's grids, this is not going to be
> > that useful. I see a lot of interest from organizations to set up their
> > own virtual worlds under their control (so, their own grid'ed regions),
> > but if people have to get accounts with them to visit, this is just not
> > going to work for serious usages - period.
>
> Hence you've created the paradox. :)
>
> * We want everything connected
> * We don't want to trust a single authoritative source for info
> (otherwise you'd be on Second Life)
>
> Honestly, this is a hard problem to solve, and one that seems a bit
> beyond the current scope. That being said, implementations and research
> in this area which work with OpenSim are always welcomed.
...honestly, I'm not sure why people aren't looking at the client as
being the source of the inventory that their avatars use in the VWs --
let the servers cache the client inventory for avatars, not the other
way around. (Why everyone's so hard-up on the concept of a central
server for everything is beyond me... if you buy a license to use
something, you should have the ability to carry it with you.)
On a related note, I'm going to assume that the world still isn't
ready for my approach to copyrighted material management and
enforcement, so I'm going to sit on it a bit longer. Even though it
doesn't rely on making bits harder to copy, fits MUCH better with the
traditional legal contours of copyright protection than DRM, is much
simpler to implement than any DRM system in the world, and doesn't
rely on any cryptographic secrets -- or any secrets at all.
-Kyle H
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