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	<title>Through Graves It Breathes &#187; Linden Labs</title>
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		<title>What Second Life did right &#8211; Part 2: Give, don&#8217;t tell</title>
		<link>http://tgib.co.uk/2011/03/22/what-second-life-did-right-part-2-give-dont-tell/</link>
		<comments>http://tgib.co.uk/2011/03/22/what-second-life-did-right-part-2-give-dont-tell/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 13:02:47 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Unity 3D]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=5328</guid>
		<description><![CDATA[This is another opinion piece. I honestly don&#8217;t know if they come across well, since most people will know this site for the creations, and won&#8217;t bother too much with my babble about SL, OpenSim and copyright. But after watching one of Pathfinder&#8217;s speeches on VWBPE on Sunday, I&#8217;ve had to think a bit. Focussing [...]]]></description>
			<content:encoded><![CDATA[<p>This is another opinion piece. I honestly don&#8217;t know if they come across well, since most people will know this site for the creations, and won&#8217;t bother too much with my babble about SL, OpenSim and copyright. But after watching one of <a href="http://www.youtube.com/watch?v=5LagfQOUymw">Pathfinder&#8217;s speeches on VWBPE</a> on Sunday, I&#8217;ve had to think a bit.</p>
<p>Focussing so much on SL and OpenSim sometimes makes me lose sight of the bigger picture, and of other things going on in virtual worlds, so I have to admit I never heard of <a href="http://unity3d.com/">Unity 3D</a> before. From what I understand, it is a game engine and development tool, which gives you the ability to create 3D games, even when you don&#8217;t know much about programming. Personally, I think that&#8217;s awesome, and I can see a lot of fun uses for that. But I also think it falls short of the mark of what I, personally, want and need.</p>
<p>Instead of giving us a game engine and developer tools, Second Life gave us a world, where we not only could create, but also live, socialize, share and shape the world from within itself. One of the most important things SL did right is to give us the inworld editor. I know, it&#8217;s primitive (pun intended), but it brought countless people who never did any 3D modeling before to create 3D objects, learn about texturing, vertices, and many of them went from there to more advanced techniques (like sculpties) using off-world applications.</p>
<p>Split this into a pure &#8220;consumer&#8221; experience and a &#8220;creator&#8221; side will take the opportunity of casual creation from the users, and basically eliminate the amateurs. That&#8217;s what Blue Mars did, and that&#8217;s what Unity 3D does; it might also be what Second Life will do by <a href="http://secondlife.lithium.com/t5/Featured-News/Introducing-SL-Viewer-Beta-with-Basic-and-Advanced-Modes/ba-p/758329">separating the viewer into a &#8220;Basic&#8221; and &#8220;Advanced&#8221; mode</a> (but probably to a much lesser extent as long as all functionality remains in the same viewer install). I probably wouldn&#8217;t have had the incentive to try to create something, if I would&#8217;ve started in Blue Mars or Unity 3D; the learning curve seems too steep, and there&#8217;s a gap in the creation experience and the sharing experience which, for some reason, makes creation less appealing.</p>
<p>But what&#8217;s more important than that, is the fact that we didn&#8217;t only get the inworld editor; we also got an inventory, a scripting language, a physics engine, and the ability to upload images, animations and sounds (and soon meshes) without telling us what to do with them. What we created from these was up to us, and that, more than anything, led to the incredible diversity that SL has become.</p>
<p>Any other virtual world needs to offer the same, or more, to be compelling to me. Unity 3D does not.</p>
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		<title>What is wrong with Second Life</title>
		<link>http://tgib.co.uk/2011/02/10/what-is-wrong-with-second-life/</link>
		<comments>http://tgib.co.uk/2011/02/10/what-is-wrong-with-second-life/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 21:01:16 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=5078</guid>
		<description><![CDATA[This is a downer. I don&#8217;t even know if I want to write this post, as I have already written several about the same topic in the past, and there&#8217;s no shortage of blogposts criticizing it all around. However, it&#8217;s not my intent to be a critic. You see, I&#8217;ve been writing a little on [...]]]></description>
			<content:encoded><![CDATA[<p>This is a downer. I don&#8217;t even know if I want to write this post, as I have already written several about the same topic in the past, and there&#8217;s no shortage of blogposts criticizing it all around. However, it&#8217;s not my intent to be a critic.</p>
<p>You see, I&#8217;ve been writing a little on <a href="http://www.sluniverse.com/">SLUniverse</a> lately, and there is this nice discussion today about how Linden Labs has made us happy. Now, I already wrote a post about what I <a href="http://tgib.co.uk/2011/02/08/what-second-life-did-right/">thought they did right</a>, but did they make me <em>happy</em>? I had to think hard about that, and really, the last thing coming from the Lab that made me undoubtedly happy was <a href="http://blogs.secondlife.com/community/features/blog/2007/06/25/día-de-la-liberación">Día de la Liberación</a>. For those that haven&#8217;t been around, that was the day when Second Life didn&#8217;t go down all wednesday for maintenance anymore.<sup><a href="http://tgib.co.uk/2011/02/10/what-is-wrong-with-second-life/#footnote_0_5078" id="identifier_0_5078" class="footnote-link footnote-identifier-link" title="Before that, Linden Labs shut down the whole grid every wednesday during european afternoons to roll out updates on the server software. After that, on thursday (we called it borkday), usually everything was screwed up on the grid, and it took a few days until thing worked again, mostly by the end of the weekend. After that, until the next wednesday, SL was fine.">1</a></sup> Just, that was in 2007. So all the last 3 years, everything coming from the Lab was met with mixed feelings at best, or frustration and unhappiness at worst.</p>
<p>Now I am grateful for everything I got <em>through</em> Second Life. I found my partner, I got several venues to perform, I learned a lot about 3D modeling, I learned how to build, script, use blender, etc. Just&#8230; all of this was not brought on by Linden Labs, but was due to the effort and help of other users. Yes, I was happy about Xstreet, or about the Emerald Viewer features, I was happy about my Primouth cars collection, and about the occasions I could perform at Burning Life or DJ at someone&#8217;s place. However, none of this was brought about by Linden Labs.</p>
<p>Rather, what happened is that Linden Labs slowly drifted off from our current, into its own, and while I was thinking about why I wasn&#8217;t happier with them, I started to make up my mind about what Second Life has become, too. And why it can&#8217;t get better.</p>
<p>For me, it boils down to the simple fact that Linden Labs doesn&#8217;t have a vision anymore. When I joined, in 2007, it had this ambitious goal of &#8220;advancing the human condition&#8221; that was all over the press, and it was already hyped as the successor of the WWW. Sure, that was too big to be true, and too ambitious, and it was all lofty cloud castles and unicorns, but it was a goal. It was something Linden Labs and the users could talk about, look up to and work together to make it come true, somehow. It focussed us. That didn&#8217;t mean we didn&#8217;t have fun along the way, and didn&#8217;t realize how far away that goal still was, but it kept us going, and most of all, it kept us communicating.<sup><a href="http://tgib.co.uk/2011/02/10/what-is-wrong-with-second-life/#footnote_1_5078" id="identifier_1_5078" class="footnote-link footnote-identifier-link" title="Communicating as in &amp;#8220;both parties talking and listening to one another, in order to understand each other&amp;#8221;.">2</a></sup> It was all &#8220;your world, your imagination&#8221;, the &#8220;world created, run and owned by its residents&#8221; and no promise sounded too far fetched to maybe, some day, become true. Second Life was to become the future of the internet, and Linden Labs, having all the software and the servers, were the ones to bring that future on.</p>
<p>Somewhere along the way, we lost that. Somewhere, some day, Linden Lab started perceiving itself only as a company, and as with any other company, it&#8217;s purpose was not to bring on a new age for humanity, but to create revenue for the board of investors. This changed their <em>modus operandi</em>; everything that would indeed advance the human condition was put on hold, unless it would actually create revenue along the way, and short-term revenue at that. I&#8217;m not blaming Linden Labs, or say they did the wrong thing; rather, they became trapped by their own business. All the things they should do, or could&#8217;ve done, would eventually have put them out of business. Second Life doesn&#8217;t scale well enough on a server farm, even a gigantic one as Linden Labs&#8217;. The one thing that could&#8217;ve helped the growth would&#8217;ve been to open up the grid to allow users running their SL regions on their own servers. Of course, this would&#8217;ve completely dropped prices for server fees, as third-party solutions would inevitably have been cheaper.</p>
<p>This new atmosphere rubbed off on the community. As <a href="http://www.sluniverse.com/php/vb/opensim-discussion/54697-should-there-currency-osgrid.html#post1136066">Masami Kuramoto said in one of the best comments I&#8217;ve ever read</a>, &#8220;Money is an incentive to produce things for the mainstream, because that&#8217;s where the money is. It&#8217;s also an incentive to game the system (search spam, bot farms), to defraud and steal (freebie resale, copybot) and to spy on people (CDS, RedZone). SL&#8217;s monetary system attracts all the wrong people for the wrong reasons. There is a common belief that SL isn&#8217;t appealing to the masses because it is open-ended and doesn&#8217;t have goals, but that&#8217;s not entirely correct. SL does have a goal, and the goal is to make money.&#8221; Now, we have all kinds of shady business practices, scams, rip-offs and shameless spamming happening anywhere on the grid, and it gets tolerated unless there&#8217;s a real chance of legal liability involved. We have become thieves, and Second Life has become our den.<sup><a href="http://tgib.co.uk/2011/02/10/what-is-wrong-with-second-life/#footnote_2_5078" id="identifier_2_5078" class="footnote-link footnote-identifier-link" title="I recently played Bioshock for the first time, and the theme reminded me so strong of Second Life it was scary.">3</a></sup></p>
<p>At the same time, OpenSim delivers the promises Second Life made. It doesn&#8217;t even promise anything, it&#8217;s just the gift that keeps giving. In the (little more than) one year I&#8217;ve been involved with it, it made me happy on more occasions than SL ever had before. I was happy when I could run my own regions. I was happy when I could backup my own creations. I was happy when I could get someone elses creation and use it on my own installation. I was happy when I got around to use hypergrid, and was able to visit other grids without having an account there. I was happy when I saw my own creations shared and appreciated by people all over. I was happy when I hosted events, and people just came and enjoyed themselves.</p>
<p>I&#8217;m not saying there should be no money involved, but it&#8217;s the main source of drama in most cases, and even though some OpenSim grids got bitten by the same bug as Second Life, SL remains to be the drama grid, trapped in its own web and attracting a behaviour that&#8217;s making it more and more unpleasant. I don&#8217;t see how they will be able to pull themselves out of that.</p>
<ol class="footnotes"><li id="footnote_0_5078" class="footnote">Before that, Linden Labs shut down the whole grid every wednesday during european afternoons to roll out updates on the server software. After that, on thursday (we called it borkday), usually everything was screwed up on the grid, and it took a few days until thing worked again, mostly by the end of the weekend. After that, until the next wednesday, SL was fine.</li><li id="footnote_1_5078" class="footnote">Communicating as in &#8220;both parties talking and listening to one another, in order to understand each other&#8221;.</li><li id="footnote_2_5078" class="footnote">I recently played <a href="http://en.wikipedia.org/wiki/BioShock">Bioshock</a> for the first time, and the theme reminded me so strong of Second Life it was scary.</li></ol>]]></content:encoded>
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		<item>
		<title>What Second Life did right</title>
		<link>http://tgib.co.uk/2011/02/08/what-second-life-did-right/</link>
		<comments>http://tgib.co.uk/2011/02/08/what-second-life-did-right/#comments</comments>
		<pubDate>Tue, 08 Feb 2011 20:05:29 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Policy]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=5055</guid>
		<description><![CDATA[With all the criticism and bashing of Second Life and its provider Linden Labs, it&#8217;s pretty easy to assume they never could get anything right. Still, surprisingly, Linden Labs is one of the few virtual world companies still in business, and there have to be reasons for that. So let&#8217;s have a look at the [...]]]></description>
			<content:encoded><![CDATA[<p>With all the criticism and bashing of Second Life and its provider Linden Labs, it&#8217;s pretty easy to assume they never could get anything right. Still, surprisingly, Linden Labs is one of the few virtual world companies still in business, and there have to be reasons for that. So let&#8217;s have a look at the things they actually did right and see what we can learn from them.</p>
<p><strong>1.: Second Life is free.</strong> That&#8217;s right, for all the complaints about overpriced land rates and the constant advertising of in-world shopping it&#8217;s easy to forget that the basic service is free of all cost. You can join SL, create your avatar, build in sandboxes and live off freebies without ever spending a single L$ all your second life, and that&#8217;s pretty amazing compared to most other online services, which at least have a monthly subscription fee. It lowered the inhibitions and made it a no-brainer for people to just try it out, with many of them finding out they really liked it and some even did spend some money on it later. Free basics are always good.</p>
<p><strong>2.: Second Life is accessible.</strong> When I joined it in 2007, I ran SL on a <a href="http://en.wikipedia.org/wiki/PowerBook#PowerBook_G4">PowerBook G4</a>, which was already 4 years old at the time and had a 667 MHz processor and barely 1 GB of RAM. This didn&#8217;t meet the SL minimum system requirements at the time, but it worked; slow, but it worked. Throughout time, SL always ran decent on mid-class computers, and could still work pretty reliably on older hardware when you put up with some lag (which you will have to put up with anyway). This is important; you don&#8217;t want to lock out users by demanding too expensive hardware.</p>
<p><strong>3.: Linden Labs is accountable.</strong> This is a little bit embarassing to point out, as it <em>should</em> actually be a matter of course for any company to provide accountable information about who runs the service and where, but with everyone and their aunt launching OpenSim grids, this actually has become some rarity. There aren&#8217;t many grids that provide any satisfying details about who runs them, and very few inspire confidence in the providers being solid and accountable. With grids appearing and disappearing every day, you&#8217;re advised to have a good look at who runs them, and if you can trust them. It would be a shame to put all your effort and work into a grid only to find it shutting down one day to the next.</p>
<p><strong>4.: Second Life is equal.</strong> Every user (except for Linden Lab employees) has the same abilities as any other user, there are no special powers for a special group of people (except for a few moderatory rights for land &amp; estate owners). This bears the fundamental promise of everyone being able to achieve whatever others did before them, which basically is the american dream in virtual reality. It might seem needless to point this out, but other virtual worlds (like Blue Mars) divide their users into different groups with different priviledges, and I recently had to learn that there are even OpenSim grids who give certain &#8220;certified&#8221; users special rights (for example allowing uploads only for &#8220;creators&#8221;). By doing so, you take aspiration away from those without priviledges, and make those with priviledges content and complacent. On top of that, I don&#8217;t think people can be put into boxes &#8211; many of us love this technology because we&#8217;re amateurs, barely passing as &#8220;professionals&#8221;, but still enjoying to dabble with the tools we&#8217;re given.</p>
<p><strong>5.: Linden Labs listened.</strong> This might sound very bold to say, but I remember times when the Lab had as little clue about what this Second Life thing was as every user on it, so they communicated with the users, through blogs, forums, inworld office hours, etc. This has been drastically reduced over the years, and most of the times, the wishes of the community didn&#8217;t get responded, but at least there was communication, which is still better than not being (or feeling) able to make your voice heard in any way other than to walk away from the service. Also, at the time I didn&#8217;t know many companies that would keep that level of communication with its customers, so when I joined Second Life, I was very pleasantly surprised about it. Yes, it has changed, but still we can learn from it.</p>
<p><strong>6.: Linden Labs sat through problems.</strong> This is not nice, and I don&#8217;t advocate it. Still, looking at controversities one can&#8217;t help but acknowledge that the possibly best solution is to just sit them out. Not adding fuel to the fire, just being quiet about them and wait for the discussion to cease. In the end, out of all the threats and drama, there is very little actual change happening. People might say they&#8217;re leaving, or stopping their business, or not spending any money anymore, but talk is cheap. That said, it is possibly still not the best, but second-best solution to problems. A better one would be to actually be transparent, explain decisions, talk to people about their concerns and, where possible, grant their wishes.<sup><a href="http://tgib.co.uk/2011/02/08/what-second-life-did-right/#footnote_0_5055" id="identifier_0_5055" class="footnote-link footnote-identifier-link" title="I also would love to have a rainbow pony.">1</a></sup> But since this is not possible in most situations, especially for companies and larger groups of people with colliding interests, sitting it out would be the best thing you can do.</p>
<ol class="footnotes"><li id="footnote_0_5055" class="footnote">I also would love to have a rainbow pony.</li></ol>]]></content:encoded>
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		<title>The next big thing</title>
		<link>http://tgib.co.uk/2010/12/29/the-next-big-thing/</link>
		<comments>http://tgib.co.uk/2010/12/29/the-next-big-thing/#comments</comments>
		<pubDate>Wed, 29 Dec 2010 18:21:20 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=4469</guid>
		<description><![CDATA[I know, I&#8217;m late to the party, as always. The post that&#8217;s going around right now is already from February, and I guess everyone&#8217;s getting swamped with &#8220;predictions for 2011&#8243; right now anyway, so there&#8217;s really no need to add my own crap to the mess. But then, that&#8217;s what blogging is about: Adding your [...]]]></description>
			<content:encoded><![CDATA[<p>I know, I&#8217;m late to the party, as always. <a href="http://www.raphkoster.com/2010/02/26/are-virtual-worlds-over/">The post</a> that&#8217;s <a href="http://botgirl.blogspot.com/2010/12/why-parodies-are-most-useful-virtual.html">going around</a> right now is already from February, and I guess everyone&#8217;s getting swamped with &#8220;predictions for 2011&#8243; right now anyway, so there&#8217;s really no <em>need</em> to add my own crap to the mess. But then, that&#8217;s what blogging is about: Adding your crap to the mess. Not because I need to, or because I&#8217;ve been asked to or think it&#8217;s very important, but because everyone&#8217;s point is a bit different and &#8211; surprising to me &#8211; some people find my thoughts actually interesting.</p>
<p>And then, I have no predictions. Not really. I have no hot wire to high places, no deep insight in things. All I have are my hopes, and dreams, and thoughts and feelings. And I feel the picture is not complete. But first: Koster is right. He&#8217;s using a lot of big words, and I only understand one fourth of what he&#8217;s saying, and I&#8217;ve got the feeling I&#8217;m on par with him there, but he&#8217;s right. Second Life is lacking mainstream adoption, it&#8217;s very promising, but the big bucks are going elsewhere, and all that&#8217;s left is this weird esoteric group of geeks (we, a.k.a. <a href="http://tgib.co.uk/2010/12/05/disease-vector-tank-top-for-women/">THEM</a>) which is somehow not enough to create momentum. LL is failing on so many fronts that it&#8217;s finally <a href="http://twitter.com/#!/SecondLife/status/19888000615845888">begging for facebook friends</a>, which is only the the latest embarassment coming from the Lab. All those are realities. But for us, who are living virtual worlds, reality is only part of the whole, and a small part at that.</p>
<p>I admit, spending all my spare time on OpenSim does make me blind to the bigger picture, that&#8217;s why I appreciate Koster&#8217;s post &#8211; and even more <a href="http://news.cnet.com/8301-13772_3-10460293-52.html">Terdiman&#8217;s article</a> which Koster responds to. I just fail to see the big news, or even the &#8220;problem&#8221;, if there is one. &#8220;Second Life failing at mainstream adoption&#8221; has been in almost every newspaper article about it, ever. We are a specialized bunch, and just because most people do not like what we like doesn&#8217;t mean we&#8217;re doomed. Yes, it&#8217;s complicated, and by god, it&#8217;s not going to get simpler, ever, because then it wouldn&#8217;t be SL anymore. The one thing that sets SL apart from all other virtual worlds is the ability of the users to shape the world themselves. That concept is revolutionary, courageous and great. But it&#8217;s also complicated, frustrating and requires a high-er level of technical understanding, creativity and artistic skills, and this is obviously a mixture of characteristics not shared by Major Public.</p>
<p>So what? It&#8217;s not like we&#8217;re alone at that. The whole community of 3D creators &#8211; be they on blender, Maya, Daz Studio or whatever &#8211; are a specialized and small lot. And even in a broader scope, when it comes to 3D games, they&#8217;re still not something everyone and their aunt is playing. Yes, <a href="http://store.steampowered.com/news/2858/">more than 3 million sales of Left 4 Dead</a> are great, but still there are more people thinking of Solitaire and Minesweeper when talking about computer games, than there are thinking of Counterstrike. If I was Linden Labs, I would be happy with the users I&#8217;ve got, and build my business around them. You&#8217;d think 100,000 regulars should be sufficient to run a company on, and every new user would be welcome, but not sorely needed for survival. So, I don&#8217;t know why they even care.</p>
<p>I&#8217;m happy in my little corner of the world. I don&#8217;t need everyone jumping my train. But that doesn&#8217;t mean I can&#8217;t <a href="http://tgib.co.uk/2010/01/28/dream-harder/">dream big</a>. Even virtual shopping tours aside: Wouldn&#8217;t it be great to use your OpenSim/SL avatar in Steam games? Or to play Left 4 Dead on regions I created? So, if you ask me &#8211; the next big thing is what we make it to be. Let&#8217;s do it.</p>
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		<title>Clear cache t-shirt male/female</title>
		<link>http://tgib.co.uk/2010/12/11/clear-cache-t-shirt-malefemale/</link>
		<comments>http://tgib.co.uk/2010/12/11/clear-cache-t-shirt-malefemale/#comments</comments>
		<pubDate>Sat, 11 Dec 2010 00:15:00 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Clothes]]></category>
		<category><![CDATA[female]]></category>
		<category><![CDATA[Freebies]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[male]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[OSGrid]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[t-shirt]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=4226</guid>
		<description><![CDATA[Want to be a TGIB model? Add your snapshots to the TGIB flickr pool with the tag TGIB clear cache t-shirt Sage advice. Kudos to Ann O&#8217;Toole who came up with the idea in a SLuniverse thread I can&#8217;t find anymore. Please see the instructions in how to use this piece of clothing.]]></description>
			<content:encoded><![CDATA[<p><a href="http://tgib.co.uk/wp-content/uploads/2010/12/cache-male.png" rel="lightbox[4226]" title="cache male"><img class="alignnone size-large wp-image-4227" title="cache male" src="http://tgib.co.uk/wp-content/uploads/2010/12/cache-male-512x512.png" alt="" width="512" height="512" /></a></p>
<p><a href="http://tgib.co.uk/wp-content/uploads/2010/12/cache-female.png" rel="lightbox[4226]" title="cache female"><img class="alignnone size-large wp-image-4228" title="cache female" src="http://tgib.co.uk/wp-content/uploads/2010/12/cache-female-512x512.png" alt="" width="512" height="512" /></a></p>
<p>Want to <a href="http://tgib.co.uk/2011/01/29/tgib-flickr-snapshot-sharing-initiative/">be a TGIB model</a>? Add your snapshots to the <a href="http://www.flickr.com/groups/tgib/">TGIB flickr pool</a> with the tag <em>TGIB clear cache t-shirt</em></p>
<p><a href="http://www.flickr.com/groups/tgib"><p>No photos available right now.</p><p>Please verify your settings, clear your RSS cache on the Slickr Flickr Admin page and check your <a target="_blank" href="http://api.flickr.com/services/feeds/photos_public.gne?lang=en-us&format=feed-rss_200&g=1578921@N24&tags=tgibclearcachet-shirt&per_page=20">Flickr feed</a></p></a></p>
<p>Sage advice. Kudos to <a href="http://annotoole.wordpress.com/">Ann O&#8217;Toole</a> who came up with the idea in a <a href="http://www.sluniverse.com/php/">SLuniverse</a> thread I can&#8217;t find anymore. Please see the <a href="http://tgib.co.uk/2010/08/03/how-to-use-tgib-clothes/">instructions in how to use this piece of clothing</a>.</p>
]]></content:encoded>
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		<item>
		<title>Gehalten und erfahren</title>
		<link>http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/</link>
		<comments>http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 15:26:28 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Deutsch]]></category>
		<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Content]]></category>
		<category><![CDATA[deutsch]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=3776</guid>
		<description><![CDATA[(english version) Ja. Ja, ich weiß. Rosedale schreibt einen Blogpost, und natürlich wird kurz danach die ganze SL blogosphäre in Flammen stehen. Die Fanjungs werden darüber abgehen, wie toll alles jetzt sein wird1 , die Pseudoanalytiker werden darauf hinweisen (und sich unvermeidbar irren), wie dies und das zu diesem und jenem führt und die Kritiker [...]]]></description>
			<content:encoded><![CDATA[<p>(<a href="http://tgib.co.uk/2010/07/17/content-and-experienced/">english version</a>)</p>
<p>Ja. Ja, ich weiß.</p>
<p><a href="http://blogs.secondlife.com/community/features/blog/2010/07/16/update-on-strategy-and-call-for-in-world-meeting">Rosedale schreibt einen Blogpost</a>, und natürlich wird kurz danach die ganze SL blogosphäre in Flammen stehen. Die Fanjungs werden darüber abgehen, wie toll alles jetzt sein wird<sup><a href="http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/#footnote_0_3776" id="identifier_0_3776" class="footnote-link footnote-identifier-link" title="Ohje, sie machen&amp;#8217;s ja schon. Ich sollte wirklich aufh&ouml;ren, Blogkommentare zu lesen.">1</a></sup> , die Pseudoanalytiker werden darauf hinweisen (und sich unvermeidbar irren), wie dies und das zu diesem und jenem führt und die Kritiker werden darauf hinweisen, wie er die gleichen Sachen sagt, die er (und Kingdon, und andere) bisher wieder und wieder und wieder gesagt haben (&#8220;schneller, leichter und spaßiger&#8221;; &#8220;den Markt verbessern und wachsen lassen&#8221;; &#8220;Pläne offen diskutieren&#8221;) während sie wahrscheinlich genau das Gegenteil tun werden. Ich denke, nicht nur Linden Labs&#8217; Postings sind vorhersehbar, sonder auch die Antworten der Gemeinschaft. Und ich hasse es, eine weitere Stimme im Chor zu sein, besonders da mein Fokus auf OpenSim liegt, aber es gibt etwas, das mir merkwürdig erscheint.</p>
<p>Es ist die Wortwahl. Als Kingdon Geschäftsführer war, habe ich einen enormen Anstieg an &#8220;Marktsprech&#8221; bemerkt, als jeder nur noch Vermarktungs-Schlagworte verwendete und so tat als würden sie was bedeuten, oder als ob man etwas besser macht, indem man es anders nennt. Und es ist nicht so, dass LL das nicht schon vorher getan hätte, aber ich bin sicher, dass ich vor Kingdon noch nie den Ausdruck &#8220;geteilte Erfahrung&#8221; gehört hatte. Außerdem hat die Verwendung des Wortes &#8220;Inhalt&#8221; alle anderen Synonyme für in-world-Kreationen verdrängt. Ich bin überrascht, dass Rosedale diese Sprache beibehalten hat; nicht, weil ich glaube das dies weit von seiner Denkweise entfernt ist, sondern weil ich dachte, dass es &#8220;Erfindungen&#8221; seines Nachfolgers, und nun Vorgängers waren, und ich zumindest hoffte, dass er seine &#8220;eigene&#8221; Stimme hätte.</p>
<p>Ich mache Sachen. Ich mache Animationen, Tragbares, Objekte, Terrains; ich schreibe Geschichten, Artikel, Gedichte und Lieder; ich spiele Musik. Ich hasse es, dafür das Wort &#8220;Kunst&#8221; zu verwenden, weil es zu oft von zu vielen Leuten verwendet wird, deren Schöpfungen nichts besonderes sind, und weil ich auch glaube, dass es keine &#8220;Kunst&#8221; ist, was ich mache (was &#8220;Kunst&#8221; auch immer sein mag). Es war einfacher als ich nur Musik gemacht habe; Ich konnte mich dann Musiker nennen und jeder wusste, was es bedeutet. Jetzt kämpfe ich damit, die richtige Bezeichnung zu finden, aber ein Wort wie &#8220;Inhalt&#8221; dafür zu verwenden erwischt mich auf dem falschen Fuß. &#8220;Inhalt&#8221; ist ein Wort, welches ausschließlich die Perspektive des &#8220;Verlegers&#8221; zeigt.<sup><a href="http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/#footnote_1_3776" id="identifier_1_3776" class="footnote-link footnote-identifier-link" title="Ich verwende Verleger in einem sehr weiten Sinn. Jeder, der Geld damit verdient, indem er die Sch&ouml;pfungen von anderen zu den Konsumenten bringt, ist ein Verleger, was Musiklabels in den gleichen Topf wie Buchh&auml;ndler, und auch Linden Labs wirft.">2</a></sup> Für diese ist das, was wir machen, einfach Inhalt, der ihre Regale füllt, ob sie nun virtuell oder real sind. Sie schätzen es nicht für das, was es ist, sondern nur für das, was es für sie ist: Füllung ihrer ansonsten leeren Dienste; ein Goldesel zum Melken. Aber das ist nicht, wie ich mich selbst sehe, es ist auf keinen Fall, was ich sein möchte, und ich bin sehr überrascht, wie die Bezeichnung &#8220;Inhaltsschöpfer&#8221; Fuß gefasst hat und von den &#8220;Inhaltsschöpfern&#8221; selbst, für sie selbst, verwendet wird.</p>
<p>Ich bin nicht nur wegen der Bezeichnung überrascht, sonder auch aufgrund der Tatsache, dass viele Schöpfer nicht zu merken scheinen, dass bei einem Handel, in dem sie von einem Verleger für ihren &#8220;Inhalt&#8221; abhängig sind, <em>immer</em> den Kürzeren ziehen werden. Schöpfer, Schriftsteller, Künstler, Musiker, sogar Programmierer, sind immer von den Leuten, die ihre Schöpfungen und Fähigkeiten vermarktet haben, über den Tisch gezogen worden. Das ist nicht neu. Und es ist auch nicht so, dass wir noch von ihnen abhängig wären. Ich meine, diese Seite hier zu erstellen hat etwa 10 Minuten gedauert, in denen ich WordPress installiert habe, und kostet mich etwa 8 € pro Monat. Und ich versuche noch nichtmal, Geld zu verdienen.</p>
<p>Ich mache Sachen für Leute; nicht nur für Konsumenten, sondern auch für Mitschaffende, die vielleicht eine Inspiration daraus gewinnen (so wie ich Inspirationen von sehr vielen anderen gewonnen habe) oder ihre eigenen Dinge darauf aufbauend erschaffen können. Ich mache Dinge für jeden, der sie mag, und Spaß daran hat, sie zu verwenden. Ich mache Dinge, um einen Beitrag zur freien Zukunft des 3D-Netzes zu leisten. Ich mache keine Dinge für Linden Labs, oder für jeden anderen, der damit Geld verdient,  sie zu verbreiten und sie als Anreiz für ihre ansonsten leeren Dienste vorzuhalten.</p>
<p>So sehr ich das Wort &#8220;Inhalt&#8221; meide, so sehr bin ich vorsichtig mit dem Wort &#8220;Erfahrung&#8221;. Ich bin mir noch nicht sicher, was Linden Labs meint, wenn sie es verwenden; ich bin mir nur sicher, dass sie <em>nicht</em> dasselbe meinen wie ich, wenn ich es verwende. Offenbar haben &#8220;geteilte Erfahrungen&#8221; nicht mit Teilen zu tun, oder damit, irgendwas zu erfahren. Es bedeutet wahrscheinlich nur, dass da andere Leute sind, und man mit ihnen in Kontakt treten kann. Man teilt nichts, in dem Sinn, dass man etwas, was man hat (oder einen Teil davon), jemand anderem gibt, und man teilt sicherlich nichts mit Linden Labs (außer Geld, aber das ist eher einseitig).<sup><a href="http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/#footnote_2_3776" id="identifier_2_3776" class="footnote-link footnote-identifier-link" title="Wann war das letzte Mal, dass Sie tats&auml;chlich mit einen Linden eine Erfahrung geteilt haben? Ja, genau&amp;#8230;">3</a></sup> Indem man das Wort &#8220;Erfahrung&#8221; für <em>alles</em>, was in Second Life passiert, verwendet, übertreibt man so sehr wie es untertrieben ist, Ihre Schöpfungen als &#8220;Inhalt&#8221; zu bezeichnen, und ich glaube, da gibt es einen Zusammenhang. Denn die &#8220;Erfahrung&#8221; hängt mit dem zusammen, was Linden Labs macht, sie ist ein Resultat ihrer Dienste. Doch einfach nur fähig zu sein, sich innerhalb einer 3D-Umgebung zu bewegen und anderer Leute Avatare zu sehen und mit ihnen zu chatten ist, so aufregend es auch sein mag, keine Erfahrung.</p>
<p>Erfahrungen haben einen Wert, und sie geben diesen Wert weiter. Einen großen Wert. Sie machen uns schließlich erfahrener. Eine neue Sprache zu lernen ist eine Erfahrung, oder ein gutes Buch zu lesen. Und auch wenn es möglich ist, Erfahrungen durch etwas, das in Second Life angeboten ist, zu gewinnen, so ist es doch ebenso übertrieben, den gesamten Dienst eine Erfahrung zu nennen, wie es übertrieben wäre, zu sagen, Leinwand und Pinsel seien Kunst.</p>
<p>Ich bin nicht wichtig in Second Life, und meine Worte haben sicherlich dort kein Gewicht, aber wenn ich Linden Labs, oder Rosedale wäre, würde ich von dem hohen Ross absteigen, auf dem ich sitze, bevor ich runterfalle. Denn es ist nicht der Anbieter, der mächtig und wertvoll ist. Wir sind es. Die Kunden, die Schöpfer, die Nutzer. Wir sind gehalten. Wir sind erfahren. Wir verleihen ihnen Wert.</p>
<p>Wir können das auch wieder wegnehmen. Seien Sie nett zu uns.</p>
<ol class="footnotes"><li id="footnote_0_3776" class="footnote">Ohje, sie machen&#8217;s ja schon. Ich sollte wirklich aufhören, Blogkommentare zu lesen.</li><li id="footnote_1_3776" class="footnote">Ich verwende Verleger in einem sehr weiten Sinn. Jeder, der Geld damit verdient, indem er die Schöpfungen von anderen zu den Konsumenten bringt, ist ein Verleger, was Musiklabels in den gleichen Topf wie Buchhändler, und auch Linden Labs wirft.</li><li id="footnote_2_3776" class="footnote">Wann war das letzte Mal, dass Sie tatsächlich mit einen Linden eine Erfahrung geteilt haben? Ja, genau&#8230;</li></ol>]]></content:encoded>
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		<title>Content and experienced</title>
		<link>http://tgib.co.uk/2010/07/17/content-and-experienced/</link>
		<comments>http://tgib.co.uk/2010/07/17/content-and-experienced/#comments</comments>
		<pubDate>Sat, 17 Jul 2010 13:07:02 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Content]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=3770</guid>
		<description><![CDATA[Content and experienced (Deutsche Version) Yes. Yes, I know. Rosedale&#8217;s writing a blog post, and sure enough soon thereafter all the SL blogosphere will be ablaze. The fanbois will go on about how great everything will be now1 , the pseudo-analytics will point out how this and that will influence thither and yonder (and will [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/Content-and-experienced.mp3">Content and experienced</a> (<a href="http://tgib.co.uk/2010/07/17/gehalten-und-erfahren/">Deutsche Version</a>)</p>
<p>Yes. Yes, I know.</p>
<p><a href="http://blogs.secondlife.com/community/features/blog/2010/07/16/update-on-strategy-and-call-for-in-world-meeting">Rosedale&#8217;s writing a blog post</a>, and sure enough soon thereafter all the SL blogosphere will be ablaze. The fanbois will go on about how great everything will be now<sup><a href="http://tgib.co.uk/2010/07/17/content-and-experienced/#footnote_0_3770" id="identifier_0_3770" class="footnote-link footnote-identifier-link" title="Oh well, they already are. I really should stop reading blog comments.">1</a></sup> , the pseudo-analytics will point out how this and that will influence thither and yonder (and will inevitably be wrong again) and the critics will point out how he is saying the same things he (and Kingdon, and others) have said over and over and over again (&#8220;faster, easier, and more fun&#8221;; &#8220;improve and grow  (the) market&#8221;; &#8220;discuss plans in the open&#8221;) while they will probably do the exact opposite. I guess, not only Linden Lab&#8217;s postings are predictable, but the communities&#8217; responses as well. And I hate becoming one more voice in that choir, especially as my focus is on OpenSim, but there&#8217;s something that struck me as curious.</p>
<p>It&#8217;s the use of words. When Kingdon was CEO, I saw an enormous increase in &#8220;Corpspeak&#8221;, when everyone was just using marketing buzzwords and acted like they meant something or like wording something different would make it better. It&#8217;s not that LL had not done that before, but I&#8217;m certain I had not heard the term &#8220;shared experience&#8221; before Kingdon. Also, the use of the word &#8220;content&#8221; replaced all other synonyms for in-world creations. I am surprised at Rosedale continuing that speak; not because I would think it being far from his thinking, but because I had thought they were &#8216;inventions&#8217; of his suc- and now predecessor, and at least would&#8217;ve hoped him to have his &#8220;own&#8221; voice.</p>
<p>I create things. I make animations, wearables, objects, terrains; I write stories, articles, poems and songs; I play music. I hate using the word &#8220;art&#8221; for all that, because it&#8217;s being used too much by too many people whose creations are really nothing special, and also because I don&#8217;t think it is &#8220;art&#8221; what I&#8217;m doing (whatever &#8220;art&#8221; is). It was easier when I was just making music; I could call myself a musician then and everyone would know what that means. Now, I&#8217;m struggling with finding the right word, but using a term like &#8220;content&#8221; for it, somehow gets me on the wrong foot. &#8220;Content&#8221; is a word which exclusively shows the perspective of the &#8220;publisher&#8221;.<sup><a href="http://tgib.co.uk/2010/07/17/content-and-experienced/#footnote_1_3770" id="identifier_1_3770" class="footnote-link footnote-identifier-link" title="I use publisher in a broad sense. Anyone who makes money from bringing the creations of others to consumers is a publisher, putting record labels into the same pot as booksellers and, also, Linden Labs.">2</a></sup> To them, what we make is simply content to fill up their shelves, be they virtual or real. They do not appreciate it for what it is, just for what it is to them: Filling to their otherwise empty services; a cash-cow to milk. But that&#8217;s not how I see myself, it&#8217;s not what I want to be at all, and I&#8217;m very surprised at how the wording &#8220;content creator&#8221; caught on and is being used by the &#8220;content creators&#8221; themselves, for themselves.</p>
<p>I&#8217;m surprised, not only because of the wording, but because of the fact that many creators don&#8217;t seem to realize that they will <em>always</em> be on the short end in a bargain where they depend on a publisher for their &#8220;content&#8221;. Creators, writers, artists, musicians, even coders, have always been screwed over by the people who marketed their skills and creations. It&#8217;s nothing new. And also, it&#8217;s not like we would actually <em>depend</em> on them anymore. I mean, making this site took me about 10 minutes to install WordPress, and costs me about 10 $ per month. And I&#8217;m not even trying to make money.</p>
<p>I create things for people; not just for consumers, but for fellow creators who might get an inspiration from them (just as I got inspirations from a great many others myself) or make their own things based on what I did. I create things for anyone who likes what I make and has fun using it. I create things to contribute to the free future of the 3D web. I do not create things for Linden Labs, or anyone making money by simply publishing them, and keeping them as an incentive to their empty services.</p>
<p>As much as I loathe the word &#8220;content&#8221;, I am also wary of the word &#8220;experience&#8221;. I am not yet sure what Linden Labs means when they use it; I&#8217;m just certain they do <em>not</em> mean the same as I do when I use it. Clearly, &#8220;shared experience&#8221; has nothing to do with sharing, or experiencing anything. It probably just means there are other people and you can get in contact with them. You don&#8217;t share anything, in the way that you give something (or part of something) you have away to someone else, and you certainly don&#8217;t share anything with Linden Labs (other than your money, of course, but that&#8217;s rather one-sided).<sup><a href="http://tgib.co.uk/2010/07/17/content-and-experienced/#footnote_2_3770" id="identifier_2_3770" class="footnote-link footnote-identifier-link" title="When was the last time you actually shared an experience with a Linden? Yeah&amp;#8230; &nbsp;">3</a></sup> Using the word &#8220;experience&#8221; for <em>everything</em> happening to you in Second Life is as overrated as calling your creations &#8220;content&#8221; is an understatement, and I think there&#8217;s a correlation there. Because the &#8220;experience&#8221; is contributive to what Linden Labs made, it&#8217;s a result of their service. But simply being able to move around in a 3D-environment and see and chat with other people&#8217;s avatars, as exciting as it is, is no experience.</p>
<p>Experiences have value, and they transfer value. Great value. They make you, eventually, more experienced. Learning a new language is an experience, or reading a good book. While it is possible to gain experience through things offered in Second Life, calling the service itself an experience is as overrated as calling a brush and canvas art.</p>
<p>I&#8217;m not important to Second Life, and my words certainly don&#8217;t have any weight to them, but if I was Linden Labs, or Rosedale, I would get off that high horse I&#8217;m sitting on, before I fall off. Because it&#8217;s not the provider who&#8217;s powerful and valuable. It&#8217;s us. The customers, the creators, the users. We are content. We are experienced. We give you value.</p>
<p>We can take it away again. You better be nice.</p>
<ol class="footnotes"><li id="footnote_0_3770" class="footnote">Oh well, they already are. I really should stop reading blog comments.</li><li id="footnote_1_3770" class="footnote">I use publisher in a broad sense. Anyone who makes money from bringing the creations of others to consumers is a publisher, putting record labels into the same pot as booksellers and, also, Linden Labs.</li><li id="footnote_2_3770" class="footnote">When was the last time you actually shared an experience with a Linden? Yeah&#8230;  </li></ol>]]></content:encoded>
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		<title>Fenster &amp; Türen</title>
		<link>http://tgib.co.uk/2010/07/11/fenster-turen/</link>
		<comments>http://tgib.co.uk/2010/07/11/fenster-turen/#comments</comments>
		<pubDate>Sun, 11 Jul 2010 12:59:36 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Deutsch]]></category>
		<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[deutsch]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[Sculpt]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=3655</guid>
		<description><![CDATA[(english version) Türen. Das Problem mit Second Life sind Türen. Gespannt auf ein weiteres Freebie eines Erstellers, dessen Gebäude sie sehr mag, gingen meine Partnerin El und ich zu einer Sandbox um es auszupacken und zu untersuchen. Es war ein großes Gebäude, eine Art Palast, mit großartigen Texturen, wie wir erwartet hatten. Allerdings sah das [...]]]></description>
			<content:encoded><![CDATA[<p>(<a href="http://tgib.co.uk/2010/07/10/windows-doors/">english version</a>)</p>
<p>Türen. Das Problem mit Second Life sind Türen.</p>
<p>Gespannt auf ein weiteres Freebie eines Erstellers, dessen Gebäude sie sehr mag, gingen meine Partnerin El und ich zu einer Sandbox um es auszupacken und zu untersuchen. Es war ein großes Gebäude, eine Art Palast, mit großartigen Texturen, wie wir erwartet hatten. Allerdings sah das Gebäude &#8220;flach&#8221; aus, wie El bemerkte. Ich brauchte einen Moment um zu verstehen, was sie meinte: Im Gegensatz zum anderen Palast, den wir schon eine Weile besaßen, hatte der neue keine Fenster. Das heißt, er hatte Fenster, aber diese waren einfach Teil der Texturen und nicht aus Prims gefertigt. Lassen Sie mich zeigen, was ich meine:</p>
<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/25_039.png" rel="lightbox[3655]" title="25_039"><img class="aligncenter size-large wp-image-3636" title="25_039" src="http://tgib.co.uk/wp-content/uploads/2010/07/25_039-512x307.png" alt="" width="512" height="307" /></a></p>
<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/25_040.png" rel="lightbox[3655]" title="25_040"><img class="aligncenter size-large wp-image-3637" title="25_040" src="http://tgib.co.uk/wp-content/uploads/2010/07/25_040-512x307.png" alt="" width="512" height="307" /></a></p>
<p>Im ersten Bild sind die Fenster aus gewölbten Sculptie-Prims gemacht. Im zweiten Bild sind sie einfach Ausschnitte in der Textur. Die Probleme mit dieser Herangehensweise sind mannigfaltig: Zuerst ergibt es das flache Aussehen. Das ist besonders unangenehm in einer Welt wo die Dinge grundsätzlich in 3D sind und vermittelt den Eindruck von geringer Qualität. Zweitens gibt es das Problem mit den <a href="https://jira.secondlife.com/browse/VWR-27">überlappenden Alpha-Texturen</a> (wie man es tatsächlich im rechten Fenster des zweiten Bildes sehen kann). Wenn zwei transparente Texturen nahe beieinander sind, muss die Grafikkarte &#8220;raten&#8221;, welche oberhalb der anderen ist, und manchmal (in etwa der Hälfte der Fälle) rät sie eben falsch, was dazu führt, dass die &#8220;hintere&#8221;  Texture vor der &#8220;vorderen&#8221; angezeigt wird. Außerdem ist ein Prim entweder phantom oder nicht, so dass man durch eine Tür, die auf diese Weise erstellt wurde, nicht hindurchlaufen kann, außer der Prim wird phantom und lässt einen dann auch durch die Wände an den Seiten der Tür laufen. Zusätzlich müssen Texturen für diese Fenster in einer höheren Auflösung sein um sie detailliert genug darzustellen (da sie nicht nur die Fenster texturieren müssen, sondern auch die umgebende Wand), und sie sind weniger flexibel. Und schließlich ist es einfach schwerer, gute Fenster und Tür-Texturen zu finden oder zu erstellen.</p>
<p>Ich habe mit diesem Problem gekämpft seitdem ich angefangen habe zu bauen, und tatsächlich sogar davor, als ich nach Gebäuden suchte, deren Fenster nicht aufgemalt waren. (Jeder der jemals losgezogen ist, um ein Gebäude in SL zu kaufen weiß, dass die meisten davon mit Alpha-Textur Fenstern gemacht sind.) In all den Jahren, in denen ich gebaut habe, habe ich immer versucht, das zu vermeiden, indem ich um Fenster herum gebaut habe. Das führt allerdings zu einer Menge Kopfschmerzen in Second Life, da man natürlich mehr Prims braucht, wenn man Fenster aus Prims anstatt Texturen erstellt, und da sich Fenster bei einem Gebäude schnell aufsummieren, führt das zu einer viel höheren Primzahl. Dies ist ein weiteres Beispiel wo Linden Labs&#8217; prim-basierte Herangehensweise an die Sim-Kapazität auf die Nase fällt, da sie Erbauer zwingt, geringerwertige Lösungen zu verwenden, welche nicht unbedingt die Sim-Kapazität erhöhen. Machen wir eine einfache Rechnung: Das zweite Bild verwendet eine 1024&#215;1024 Textur für die Fenster und eine weitere für das Glas, welche allerdings nur auf schlampiges Texturieren zurückgeht, da es leicht in die erste Textur eingefügt werden könnte. Um dieses Fenster aus Prims zu machen bräuchte man etwa 5 prims für die Fensterrahmen und einen weiteren für das Glas, aber anstatt der 1024&#215;1024 Textur könnte man eine normale Mauertextur von 512&#215;512 Pixeln und eine weiter 512&#215;512 für das Glas verwenden. Da die 1024 Textur viermal so groß wie eine 512 Textur ist, sparen wir tatsächlich zwei 512 Texturen bei dieser Herangehensweise, und das Laden von Texturen ist eine größere Belastung für die Sim und braucht auch mehr Renderkraft als nur Prims zu laden, da die Dateigröße der Texturen viel größer ist.</p>
<p>Mit Türen ist es nicht anders; eher schlimmer. Was man meistens an Türen findet sind Fotos von RL-Türen, die ausgeschnitten und in SL hochgeladen wurden. Das führt zu mehreren Problemen: Erstens wird das Foto selten die perfekte Auflösung für SL haben (z.B. 512&#215;512 Pixel), was einiges an Dehnen erfordert, wenn SL es in seine vorgefertigten Größen presst, und dabei Dehnartefakte erzeugt. Zweitens wird man in den meisten Fällen nur die Frontseite der Tür haben, und auch wenn man dieselbe Textur gespiegelt für die Rückseite nehmen kann, muss man sich immer noch etwas für die Seiten einfallen lassen, da sie sonst unschön aussehen &#8211; und glauben Sie mir, es gibt Leute, die darauf achten. Schließlich wird es auch wieder die Tür flach aussehen lassen, da all die Blenden, Türgriffe und vielleicht Verzierungen, welche auf der Textur sichtbar sind eben nur das bleiben: Eine Textur. Auch hier ist die Lösung, die Tür aus Prims zu bauen, welche unsere Primzahl weiter wachsen lässt.</p>
<p>Sculpties können eine gewisse Lösung hierfür darstellen, da es möglich ist, eine <a href="http://tgib.co.uk/2010/07/10/sculpted-paneled-door/">getäfelte Tür aus einem einzigen Sculptie</a> zu erstellen, aber dennoch&#8230; wenn man eine große Anzahl Sculpties verwendet erzeugt das wieder Lag auf der Viewer-Seite, was auch nicht das gewünschte Ergebnis sein kann. Die einzige und beste Lösung wäre eigentlich, wenn die Primgrenzen angehoben werden (oder sie ganz sein zu lassen<sup><a href="http://tgib.co.uk/2010/07/11/fenster-turen/#footnote_0_3655" id="identifier_0_3655" class="footnote-link footnote-identifier-link" title="Warum eigentlich werden die Server von LL st&auml;ndig besser und das Prim Limit bleibt immer gleich?">1</a></sup> und zu OpenSim zu wechseln, welches eine viel höhere Primzahl zulässt) und Ersteller dazu zu bringen, auf Details zu achten und ihre 3D-Schöpfungen tatsächlich dreidimensional zu machen.</p>
<p>Ein Haus ist keine Kiste. Es ist eine verzwickte Ansammlung von Ausschnitten und Hohlräumen, von Ecken und Winkeln, und wird es Ihnen danken, wenn Sie es auch so behandeln.</p>
<ol class="footnotes"><li id="footnote_0_3655" class="footnote">Warum eigentlich werden die Server von LL ständig besser und das Prim Limit bleibt immer gleich?</li></ol>]]></content:encoded>
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		<title>Windows &amp; Doors</title>
		<link>http://tgib.co.uk/2010/07/10/windows-doors/</link>
		<comments>http://tgib.co.uk/2010/07/10/windows-doors/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 15:38:52 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[Open Simulator]]></category>
		<category><![CDATA[Sculpt]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=3635</guid>
		<description><![CDATA[Doors &#38; Windows; (Deutsche Version) Doors. The problem with Second Life is doors. Being excited about another freebie from a creator whose buildings she really liked, my partner El and I went to a sandbox to unpack it and examine it. It was a large building, some kind of palace, using great textures, as we [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/Doors-Windows.mp3">Doors &amp; Windows</a>; (<a href="http://tgib.co.uk/2010/07/11/fenster-turen/">Deutsche Version</a>)</p>
<p>Doors. The problem with Second Life is doors.</p>
<p>Being excited about another freebie from a creator whose buildings she really liked, my partner El and I went to a sandbox to unpack it and examine it. It was a large building, some kind of palace, using great textures, as we had expected. However, the building looked &#8220;flat&#8221;, as El remarked. It took me a moment to figure out what she meant: In contrast to the other palace we had for a while, the new one had no windows. Well, it had windows, but these were just part of the textures, and not actually built out of prims. Let me show you:</p>
<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/25_039.png" rel="lightbox[3635]" title="25_039"><img class="aligncenter size-large wp-image-3636" title="25_039" src="http://tgib.co.uk/wp-content/uploads/2010/07/25_039-512x307.png" alt="" width="512" height="307" /></a></p>
<p><a href="http://tgib.co.uk/wp-content/uploads/2010/07/25_040.png" rel="lightbox[3635]" title="25_040"><img class="aligncenter size-large wp-image-3637" title="25_040" src="http://tgib.co.uk/wp-content/uploads/2010/07/25_040-512x307.png" alt="" width="512" height="307" /></a></p>
<p>In the first picture, the windows are created out of arched sculptie prims. In the second picture, the windows are simply cutouts in the texture. The problems with this approach are manifold. First, it makes for the flat look. That&#8217;s especially annoying in a world where things are, by default, 3D, and gives the impression of an overall low quality. Second, there&#8217;s the issue with <a href="https://jira.secondlife.com/browse/VWR-27">overlapping alpha textures</a> (as can actually be seen in the right window of the second picture). When two transparent textures are close together, the graphics card has to &#8216;guess&#8217; which one is on top of the other, and sometimes (about half the time) does the guesswork wrong, which ends up with the transparent texture &#8216;behind&#8217; being displayed on top of the other. Also, a prim is either phantom or no phantom, so a door made this way will not enable anyone to walk through except the prim will be turned phantom and thus enables you to walk through the wall around the door as well. Additionally, textures for windows need to be of a higher resolution in order to give them the detail they need (as they not only need to texturize the window, but also the surrounding wall) and they&#8217;re less flexible. And finally, it is plain harder to find or make any good window or door textures.</p>
<p>I&#8217;ve been labouring with this problem ever since I started building, and actually even longer, when I looked for buildings, whose windows are not painted on. (Anyone who ever went out to buy a building in SL knows that most of them are made with alpha-texture windows.) In all the years of building I have always avoided this, building around windows. It makes, however, for  a lot of headaches in Second Life, as making a window with prims instead of textures naturally uses much more prims than the texturized approach, which will, as windows multiply easily on a single build, lead to a much higher prim count. This is another instance where LL&#8217;s prim-based approach on sim performance falls flat on it&#8217;s belly, as it forces builders to go for lesser-quality solutions which do not neccessarily improve sim performance. Do the math: The second picture uses a 1024&#215;1024 texture for the windows, not including the texture for the glass, which is just attributed to sloppy texturing, as it could be included into the first texture easily. Making this window with prims would need about 5 prims for the window frames and 1 more prim for the glass, but instead of the 1024 x 1024 texture we could use a regular wall texture of 512&#215;512 pixels and another 512&#215;512 for the glass. As the 1024 texture is 4 times as big as a 512 texture, we actually save two 512 textures in this attempt, and loading textures adds much more strain on the sim and uses more render power than loading just prims, because the file size of textures is much bigger.</p>
<p>It&#8217;s not different with doors; rather, it&#8217;s worse. Mostly, what you find for a door, is a photograph of a RL door that&#8217;s been cut out and uploaded into SL. That creates several issues: Firstly, the photograph will rarely be the perfect resolution for SL (for example 512&#215;512 pixels in size) which makes for some stretching when SL presses it into its preconfigured sizes, creating stretch artifacts as it does. Secondly, in most cases you&#8217;ll just have the front of the door, and while you could use the same texture mirrored for the back, you&#8217;ll still have to come up with something for the sides of the door, otherwise they&#8217;ll look ugly &#8211; and believe me, there are people paying attention to that. And finally, it will again make your door look flat, since all the panels, the door handles, or maybe carvings, which are visible on the texture will be just that: a texture. Here, too, the solution is to build the door out of prims, which will drive up the prim count of your building more.</p>
<p>Now, sculpts provide some solution to this, as it&#8217;s possible to make a <a href="http://tgib.co.uk/2010/07/10/sculpted-paneled-door/">paneled door out of one single sculpt</a>, but still&#8230; using a great number of sculpts will make for a lot of viewer side lag, which is not the result you want. The only, and best, solution for this would actually be to increase the prim limits (or get rid of them altogether<sup><a href="http://tgib.co.uk/2010/07/10/windows-doors/#footnote_0_3635" id="identifier_0_3635" class="footnote-link footnote-identifier-link" title="Why is it, that LL&amp;#8217;s servers get better and better, yet the prim limit always stays the same?">1</a></sup> and switch to OpenSim, which allows for a much larger prim count) and make builders actually pay attention to detail and make their 3D-creations truly three-dimensional.</p>
<p>A house is not a box. It&#8217;s an intricate set of cuts and hollows, of corners and angles, and will thank you when you treat it as such.</p>
<ol class="footnotes"><li id="footnote_0_3635" class="footnote">Why is it, that LL&#8217;s servers get better and better, yet the prim limit always stays the same?</li></ol>]]></content:encoded>
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		<title>Land in Sicht</title>
		<link>http://tgib.co.uk/2010/06/19/land-in-sicht/</link>
		<comments>http://tgib.co.uk/2010/06/19/land-in-sicht/#comments</comments>
		<pubDate>Sat, 19 Jun 2010 16:15:50 +0000</pubDate>
		<dc:creator>V</dc:creator>
				<category><![CDATA[Deutsch]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[deutsch]]></category>
		<category><![CDATA[Land]]></category>
		<category><![CDATA[Linden Labs]]></category>
		<category><![CDATA[OSGrid]]></category>
		<category><![CDATA[Second Life]]></category>

		<guid isPermaLink="false">http://tgib.co.uk/?p=3258</guid>
		<description><![CDATA[Haftungsausschluss: Ich habe keine Vorteile für das Abfassen dieses Artikels erhalten, und möchte auch keine. Es ist ein Bericht meines eigenen Wissens und meiner Erfahrungen mit Land in Virtuellen Welten und nicht mehr. Ich will hier keinen Vergleich verschiedener kommerzieller Angebote ziehen. In virtuellen Welten dreht sich alles um Land, und Land ist nichts weiter [...]]]></description>
			<content:encoded><![CDATA[<p><em>Haftungsausschluss: Ich habe keine Vorteile für das Abfassen dieses Artikels erhalten, und möchte auch keine. Es ist ein Bericht meines eigenen Wissens und meiner Erfahrungen mit Land in Virtuellen Welten und nicht mehr. Ich will hier keinen Vergleich verschiedener kommerzieller Angebote ziehen.</em></p>
<p>In virtuellen Welten dreht sich alles um Land, und Land ist nichts weiter als Serverspeicherplatz. Wenn man eine Weile in einer virtuellen Welt verbracht hat, wird man dort ein Zuhause haben wollen. Man hat virtuelle Güter erworben und wird sie irgendwo zeigen wollen. Oder man wird sogar selbst welche erstellt haben und anderen die Möglichkeit bieten wollen, sie zu sehen und eventuell zu kaufen. In allen Fällen möchten viele Einwohner virtueller Welten zumindest einen kleinen Ort ihr Zuhause nennen können.</p>
<p>Es ist daher keine Überraschung, wenn <a href="http://tgib.co.uk/2010/01/25/exiles-part-ii/">die Vermietung von Servern das Kerngeschäft der Betreiber Virtueller Welten darstellt</a>. In den meisten Welten sind die Betreiber selbst die einzigen, von denen man Land mieten kann, da sie alle anderen davon ausschließen, ihre Server mit ihrem Grid zu verbinden. So verständlich wie dies sein mag, wenn es darum geht, die Sicherheit und Verlässlichkeit des Angebots zu gewährleisten, wird diese Herangehensweise jedoch nicht die Evolution der virtuellen Welten befördern. Und es ist meine feste Überzeugung, dass virtuelle Welten den nächsten Schritt in der Entwicklung des Internet darstellen, so dass geschlossene Grids wie ISP&#8217;s sind, die nur den Zugriff auf Inhalte der eigenen Server zulassen, und damit ihre Kunden nicht über die Grenzen ihrer eigenen Angebote hinaus schauen lassen.</p>
<p>Der OSGrid ist in dieser hinsicht anders, da er jedem ermöglicht, den eigenen Server (auch wenn es ein Heim-PC ist) damit zu verbinden und die eigenen Regionen darauf laufen zu lassen, was zu einer enormen &#8220;Landmasse&#8221; im Verhältnis zur Userbasis führt. Zum Zeitpunkt dieses Artikels gibt es 4115 aktive User und 3916 registrierte Regionen im OSGrid, was bedeutet dass im Durchschnitt jeder User eine ganze Region für sich hat.</p>
<p>Nach dem OpenSimulator Wiki bedarf es eines &#8220;hohen technischen Sachverstandes&#8221; um OpenSim zu betreiben, was es für die technisch Unbedarften schwierig macht. Wenn man außerdem nach einer Region sucht, die jederzeit erreichbar sein soll, und eine gewisse Anzahl von Avataren und Prims aushalten muss, so dürfte die Installation auf dem eigenen PC nicht die beste Lösung darstellen. Deshalb gibt es bereits <a href="http://www.hypergridbusiness.com/2009/12/top-opensim-hosts-of-2009/">mehrere professionelle Unternehmen, die Regionen für OpenSimulator Umgebungen anbieten</a>.</p>
<p>Worauf sie achten Sollten, wenn sie einen Anbieter für Ihre OpenSim Region auswählen: <a href="http://www.adamfrisby.com/blog/2009/11/the-imaginary-45k-wall/">Die wichtigste Resource ist RAM, und was am meisten davon zehrt sind Avatare</a> (und, zu einem gewissen Grad, Skripte). Die willkürlichen Prim-Limits, die von LL als Maßstab dessen, was eine Region erbringen kann, eingeführt wurden, sind daher kaum ein Anhaltspunkt für eine OpenSimulator Region. Sie können wahrscheinlich eine unglaublich hohe Anzahl von Prims auf Ihrer Region haben, ohne ein Absinken der Leistung zu bemerken, während Avatare, die zu Besuch kommen, eine größere Last für den Server darstellen. Im Moment scheint es einige Speicherlecks in der OpenSim Software zu geben, welche in regelmäßigen Abständen Neustarts notwendig machen (was von der Größe des bereitgestellten RAM abhängig ist).<sup><a href="http://tgib.co.uk/2010/06/19/land-in-sicht/#footnote_0_3258" id="identifier_0_3258" class="footnote-link footnote-identifier-link" title="Pers&ouml;nliche und ahnungslose Notiz von mir: Ich frage mich, ob es m&ouml;glich ist, RAM dynamisch zu verteilen, so wie er von den Regionen gerade ben&ouml;tigt wird.">1</a></sup></p>
<p>Meine eigene Region, Ever 01, wird von <a href="http://snoopypfeffer.wordpress.com/">Snoopy Pfeffer</a> vom <a href="http://metaverse.getmyip.com/">Dreamland Metaverse</a> betrieben. Wie mit vielen anderen Dingen ist es eine andere Erfahrung, eine Region im OSGrid zu haben, als eine in Second Life. Zunächst ist es viel billiger<sup><a href="http://tgib.co.uk/2010/06/19/land-in-sicht/#footnote_1_3258" id="identifier_1_3258" class="footnote-link footnote-identifier-link" title="in meinem Fall 45 US-$ pro Monat ohne Bereitstellungsgeb&uuml;hr im Vergleich zu 295 US-$ pro Monat und 1000 US-$ Bereitstellung f&uuml;r eine Privatregion in SL">2</a></sup>. Zweitens ist der Kundenservice außerordentlich, da Snoopy ganz offensichtlich ein Profi ist und sich sehr in der Open Simulator Software engagiert. Sie hat beispielsweise ein <a href="http://snoopypfeffer.wordpress.com/2009/11/18/paypal-money-module/">Paypal-Modul für OpenSim</a> eingebaut, welches auf all ihren Regionen funktioniert. Sie hat außerdem persönlich die Leistung der Region während unserer <a href="http://tgib.co.uk/2010/01/17/opening-party-on-ever-01-2/">Eröffnungsfeier</a> überwacht und hat entsprechende Schritte unternommen, wenn die Leistung abfiel. Es ist ein kompletter Kontrast zum anonymen und automatisierten Prozess, wenn man eine Region von LL mietet, und bei dem man Tickets einreichen muss (die routinemäßig missverstanden und mit Standardphrasen beantwortet werden) und bei dem man <a href="http://zonjacapalini.wordpress.com/2009/04/30/the-openspace-fiasco-six-months-later/">wie eine Last behandelt wird, selbst wenn man mehrere tausend Dollar jährlich dafür ausgibt</a>. Zusätzlich ist es möglich, ein Backup der gesamten Region zu erhalten, so dass all die Dinge, die man gerezzt und erstellt hat, <em>tatsächlich einem selbst gehören</em>! So erbärmlich es auch sein mag, sich über solch einfache Konzepte zu freuen, so ist dies doch ein unglaublicher Unterschied, wenn man erstmal Jahre in SL verbracht hat mit der immer präsenten Angst, das Inventar und die eigenen Werke an einen simplen Serverfehler zu verlieren.</p>
<p>Ich habe noch keine Erfahrung mit anderen OpenSim Serverbetreibern, aber meiner persönlichen und bescheidenen Einschätzung nach bietet Snoopy einen exzellenten Service zu angenehmen Preisen. Im Moment bin ich einfach ein glücklicher Bewohner der selig vor sich hin baut.</p>
<p>(<a href="http://tgib.co.uk/2010/01/19/land-in-sight/">english version</a>)</p>
<ol class="footnotes"><li id="footnote_0_3258" class="footnote">Persönliche und ahnungslose Notiz von mir: Ich frage mich, ob es möglich ist, RAM dynamisch zu verteilen, so wie er von den Regionen gerade benötigt wird.</li><li id="footnote_1_3258" class="footnote">in meinem Fall 45 US-$ pro Monat ohne Bereitstellungsgebühr im Vergleich zu 295 US-$ pro Monat und 1000 US-$ Bereitstellung für eine Privatregion in SL</li></ol>]]></content:encoded>
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