Yesterday, Linden Labs, the creators of Second Life, announced the release of the source code for their client application (the thing you fire-up on your machine to enter Second Life). This highly anticipated move raises all sorts of questions and possibilities about the way we use 3-D digital environments in our day to day life. From the announcement:
“Open sourcing is the most important decision we’ve made in seven years of Second Life development. While it is clearly a bold step for us to proactively decide to open source our code, it is entirely in keeping with the community-creation approach of Second Life,” said Cory Ondrejka, CTO of Linden Lab. ” Second Life has the most creative and talented group of users ever assembled and it is time to allow them to contribute to the Viewer’s development. We will still continue Viewer development ourselves, but now the community can add its contributions, insights, and experiences as well. We don’t know exactly which projects will emerge – but this is part of the vibrancy that makes Second Life so compelling”
2006 was undoubtedly a breakthrough year for Second Life, with high profile institutions like IBM and Harvard taking a leading role in developing new business models and forms of classroom interaction. It looks like Linden Labs got the message too, and is working hard to court new developers to create a more robust framework for future community and business interests. From the blog:
Releasing the source now is our next invitation to the world to help build this global space for communication, business, and entertainment. We are eager to work with the community and businesses to further our vision of our space.
This is something that has definitely caught our eye here at the Institute, and while we may not be currently ready to dive into the source code ourselves, we are firmly behind Bob’s resolution to find out what can be done in a three-dimensional environment.