Second Life Releases Open Source Client

Very interesting. I expect we’ll see more of this in the future. It’s not like black hats can’t reverse engineer your packet protocol a few hours after you patch, anyway.

Of course, this wouldn’t be a Second Life story without wackily surreal PR.

“We feel we may already have a bigger group of people writing code than any shared project in history, including Linux,” says Rosedale.

  • http://www.edgecase.net/devsite Cael

    Does his nose grow longer in-game after each one of these bullshit statements?

    He might as well have said “we feel that we get more and on a more regular basis than Ron Jeremy and also that we are far more successful than Microsoft will ever be. Excuse me, I must formulate a Grand Unified Field Theory this afternoon.”

  • VPellen

    Why is it that the more time goes on, the more Second Life feels like a fucked-up dream? I keep expecting to wake up dizzy in a cold sweat, and finding out that it never existed.

  • http://weblog.probablynot.com jason

    If Second Life is the Matrix, at least I know the robots will never win.

  • Wendelius

    Oh well, I must be in the minority in actually appreciating the time I spend in Second Life (even though or because I don’t spend my whole free time there by far?) and thinking that an Open source client actually opens up the possibility to expose and fix some server vulnerabilities as well as make the interface less clunky and more user friendly.

    But don’t let me stop the naysayers from pouring their bile on the project. *shrug*

    As far as I’m concerned, it’s a good thing to let LL focus on their grid and let the users redo the atrocity that is the SL viewer.

  • http://www.damnedvulpine.com J.

    That’s one way to get slashdotted.

  • CmdrSlack

    I’ll also agree that foisting off fixing the craptacular UI onto the users is a great idea. I am wondering, however, what the Time to Cock is going to be for the open source SL client.

  • Dren

    Bigger than Linux? It must be hot.

    I’ll take 3!

  • TPRJones

    He’s probably including all the people using the in-game scripting language in that quote. That’d probably be somewhere between 10,000 and 50,000 people. That’s a lot, but not enough to be the biggest group of coders in history.

  • http://www.corpnews.com Andrew Crystall

    Innteresting.

    And Lum? You know the evils of security through obscurity :P (Or you can be Blizzard and make 99% similar protocols which gets your new game hacked by a 2 line change in the same utility, but that’s another rant!)

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