#OpenSimulator

2025-06-13
@nihilistic_capybara
The description you have given is a meter long and frankly (again please forgive my ignorance I know nothing about the blind and how they navigate the web) contains too much details to the point where using a screen reader to listen to this turns into a very boring podcast.

Someone somewhere out there might be interested in all these details.

Allow me to elaborate: My original pictures are renderings from very obscure 3-D virtual worlds. You may find them boring. Many others may find them boring.

But someone somewhere out there might be interested. Intrigued. Excited even.

They've put high hopes into "the metaverse" as in 3-D virtual worlds. All they've read about so far is a) Meta Horizon failing and b) otherwise only announcements, often with AI-generated images as illustrations. Just before they saw my image, they thought that 3-D virtual worlds were dead.

But then they see my image. Not an AI picture, but an actual rendering from inside an actual 3-D virtual world! One that exists right now! It has users! It's alive! I mean, it has to have users because I have to be one to show images from inside these worlds.

They're on the edge of their seat in excitement.

Do you think they only look at what they think is important in the image? Do you think they only look what I think is important in the image?

Hell, no! They'll go on a journey through a whole new universe! Or at least what little of it they can see through my image. In other words, they take in all the big and small details.

If they're sighted.

Now, here is where accessibility and inclusion comes into play. What do accessibility and inclusion mean? They mean that someone who is disabled must have all the same chances to do all the same things and experience all the same things in all the same ways as someone without their disability. Not giving them these chances is ableist.

Okay, so what if that someone is blind? In this case, accessibility and inclusion mean that this someone must have the very same opportunity to take in all the big and small details as someone who has perfect eyesight.

But if I only describe my images in 200 characters, they can't do that. Where are they supposed to get the necessary information to experience my image like someone sighted?

They can only get this information if I give it to them. If I describe my image in all details.

And that's why I describe my original images in all details.

And stuff like the text not being legible. I don't know how you read that text cause I am unable to read it as well.

Again: I don't look at the image. I look at the real thing. The world itself. Like so:

  • I start my Firestorm Viewer.
  • I log one of my avatars in.
  • I teleport to the place where I've rendered the image.
  • If I want to read a sign, I move the camera closer to the sign. If necessary, reaaaaaally close. (I can move the camera along three axles and rotate it around two axles independently from the avatar.)
  • What's a speck of 4x3 pixels in the image unfolds before me as a 1024x768-pixel texture with three lines of text on it. In fact, I could move the camera so close to at least some surfaces that I could clearly see the individual pixels on the textures if anti-aliasing is off.
  • Not only can I easily transcribe that text, I can often even identify or at least describe the typeface.

This gives me superpowers in comparison to those who describe images only by looking at the images. For example, if there's something standing in front of a sign, partially obstructing it, I can look around that obstacle.

Imagine you're outside, taking a photo with your phone, and you want to post it on Mastodon. There's a poster on a wall somewhere in that image with text on it, but it's so small in the image that you can't read it.

Now you can say the text is too small, you can't read it, so you can't transcribe it.

Or, guess what, you can walk up close to that poster and read the text right on the poster itself.

#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #ImageDescription #ImageDescriptions #ImageDescriptionMeta #CWImageDescriptionMeta
2025-06-13
@nihilistic_capybara Yes. As a matter of fact, I've had an AI describe an image after describing it myself twice already. And I've always analysed the AI-generated description of the image from the point of view of someone who a) is very knowledgeable about these worlds in general and that very place in particular, b) has knowledge about the setting in the image which is not available anywhere on the Web because only he has this knowledge and c) can see much much more directly in-world than the AI can see in the scaled-down image.

So here's an example.

This was my first comparison thread. It may not look like it because it clearly isn't on Mastodon (at least I guess it's clear that this is not Mastodon), but it's still in the Fediverse, and it was sent to a whole number of Mastodon instances. Unfortunately, as I don't have any followers on layer8.space and didn't have any when I posted this, the post is not available on layer8.space. So you have to see it at the source in your Web browser rather than in your Mastodon app or otherwise on your Mastodon timeline.

(Caution ahead: By my current standards, the image descriptions are outdated. Also, the explanations are not entirely accurate.)

If you open the link, you'll see a post with a title, a summary and "View article" below. This works like Mastodon CWs because it's the exact same technology. Click or tap "View article" to see the full post. Warning: As the summary/CW indicates, it's very long.

You'll see a bit of introduction post text, then the image with an alt-text that's actually short for my standards (on Mastodon, the image wouldn't be in the post, but below the post as a file attachment), then some more post text with the AI-generated image description and finally an additional long image description which is longer than 50 standard Mastodon toots. I've first used the same image, largely the same alt-text and the same long description in this post.

Scroll further down, and you'll get to a comment in which I pick the AI description apart and analyse it for accuracy and detail level.

For your convenience, here are some points where the AI failed:

  • The AI did not clearly identify the image as from a virtual world. It remained vague. Especially, it did not recognise the location as the central crossing at BlackWhite Castle in Pangea Grid, much less explain what either is. (Then again, explanations do not belong into alt-text. But when I posted the image, BlackWhite Castle had been online for two or three weeks and advertised on the Web for about as long.)
  • It failed to mention that the image is greyscale. That is, it actually failed to recognise that it isn't the image that's greyscale, but both the avatar and the entire scenery.
  • It referred to my avatar as a "character" and not an avatar.
  • It failed to recognise the avatar as my avatar.
  • It did not describe at all what my avatar looks like.
  • It hallucinated about what my avatar looks at. Allegedly, my avatar is looking at the advertising board towards the right. Actually, my avatar is looking at the cliff in the background which the AI does not mention at all. The AI could impossibly see my avatar's eyeballs from behind (and yes, they can move within the head).
  • It did not describe anything about the advertising board, especially not what's on it.
  • It did not know whether what it thinks my avatar is looking at is a sign or an information board, so it was still vague.
  • It hallucinated about a forest with a dense canopy. Actually, there are only a few trees, there is no canopy, the tops of the trees closer to the camera are not within the image, and the AI was confused by the mountain and the little bit of sky in the background.
  • The AI misjudged the lighting and hallucinated about the time of day, also because it doesn't know where the avatar and the camera are oriented.
  • It used the attributes "calm and serene" on something that's inspired by German black-and-white Edgar Wallace thrillers from the 1950s and the 1960s. It had no idea what's going on.
  • It did not mention a single bit of text in the image. Instead, it should have transcribed all of them verbatim. All of them. Legible in the image at the given resolution or not. (Granted, I myself forgot to transcribe a few little things in the image on the advertisement for the motel on the advertising board such as the license plate above the office door as well as the bits of text on the old map on the same board. But I didn't have any source for the map with a higher resolution, so I didn't give a detailed description of the map at all, and the text on it was illegible even to me.)
  • It did not mention that strange illuminated object towards the right at all. I'd expect a good AI to correctly identify it as an OpenSimWorld beacon, describe what it looks like, transcribe all text on it verbatim and, if asked for it, explain what it is, what it does and what it's there for in a way that everyone will understand. All 100% accurately.

CC: @🅰🅻🅸🅲🅴  (🌈🦄)

#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #AltText #AltTextMeta #CWAltTextMeta #ImageDescription #ImageDescriptions #ImageDescriptionMeta #CWImageDescriptionMeta #AI #LLM #AIVsHuman #HumanVsAI
2025-06-12
@nihilistic_capybara LLMs aren't omniscient, and they will never be.

If I make a picture on a sim in an OpenSim-based grid (that's a 3-D virtual world) which has only been started up for the first time 10 minutes ago, and which the WWW knows exactly zilch about, and I feed that picture to an LLM, I do not think the LLM will correctly pinpoint the place where the image was taken. It will not be able to correctly say that the picture was taken at <Place> on <Sim> in <Grid>, and then explain that <Grid> is a 3-D virtual world, a so-called grid, based on the virtual world server software OpenSimulator, and carry on explaining what OpenSim is, why a grid is called a grid, what a region is and what a sim is. But I can do that.

If there's a sign with three lines of text on it somewhere within the borders of the image, but it's so tiny at the resolution of the image that it's only a few dozen pixels altogether, then no LLM will be able to correctly transcribe the three lines of text verbatim. It probably won't even be able to identify the sign as a sign. But I can do that by reading the sign not in the image, but directly in-world.

By the way: All my original images are from within OpenSim grids. I've probably put more thought into describing images from virtual worlds than anyone. And I've pitted my own hand-written image description against an AI-generated image description of the self-same image twice. So I guess I know what I'm writing about.

CC: @🅰🅻🅸🅲🅴  (🌈🦄) @nihilistic_capybara

#Long #LongPost #CWLong #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #CWLongPost #ImageDescription #ImageDescriptions #ImageDescriptionMeta #CWImageDescriptionMeta #AI #LLM #AIVsHuman #HumanVsAI
2025-06-11
I think I've figured out OpenSim's current "sexiness standards" for female avatars.

The thing in OpenSim in 2025 is: Not only are the sexiness standards completely absurd by now, but female avatars seem to be required to be as sexy as possible, always and everywhere. Refuse, and you're likely to be ostracised for it.

In general, legal content disfigures you greatly because it isn't on the same level as the best premium payware in Second Life. Hardly anyone will openly admit that their avatars consist entirely of illegal parts, down to the often unmodified shape. But not few are ready and willing to roast you for wearing anything legal.

On top of that, the Second Life rat race for always having only the newest and hottest stuff on your avatar has reached OpenSim. Not only must you wear ripped Second Life content, but you must wear Second Life content that was ripped no more than two years ago. Not even one year for clothes.

Just like in Second Life, the "best" female mesh body is Legacy. It's apparently the very definition of "sexy". After all, there are freebie stores that only offer female clothes for Legacy now. I don't know what it's like in Second Life, but here in OpenSim, female avatars seem to also be required to have hips twice as wide as their waist and thighs that are way thicker than their head is big. Tone your shape down, and you're no longer sexy.

As so many freebie store owners wanted to offer Legacy and wanted to offer that body exclusively, there are at least ten different independent Legacy imports. I guess all of them were no-transfer originally. Those who imported them didn't want other freebie store owners to steal their stolen mesh bodies and harvest the visitors they wanted to claim for themselves. In the meantime, at least some Legacy variants were god-moded, either to full perms or simply to be put up in another freebie store while remaining no-transfer.

By the way: It doesn't look like anyone could ever be bothered to give Legacy a new name.

Next comes LaraX. Its target audience appears to be those who want a new hot body while largely keeping the looks of their avatars. Except for the face because they replace the head that often.

On a distant third place, there's Simona. To my best knowledge, this ripped copy of Maitreya Lara 5.3 is only available on the one sim in Trianon-World for which it was "created". That sim also offers LaraX under the name of Xara.

I guess nobody acquires Athena for new avatars anymore. The same goes for any variant of SLink Physique Hourglass (BBHG, Je'Thai HG and especially Decadence-HG, the only one that was given basic BoM support as far as I know) even though that body is even more extreme in shape than Legacy. A typical HG avatar used to have hips three times as wide as the waist.

Of course, an EvoX head is mandatory for "good-looking" avatars nowadays. The same goes for Doux hair. By next year, your avatar will be painfully outdated without 2K skins. 2K PBR skins even if PBR support is added to BoM until then. I'm not sure whether veins have become a must now; I guess the community is torn between the highest possible detail level and perfection. I mean, if realism really was that essential, female avatars would be based on Legacy Perky or LaraX Petite, and I would be criticised for my absurdly big boobs. But as things are right now, Legacy Perky and LaraX Petite are still constantly on the verge of being regarded underage because everyone is used to huge boobs.

Clothing really shows the shift in what's considered sexy.

For example, five years ago, 15cm stilettos were the sexiness benchmark. Back then already, almost all female avatars ran around with their feet permanently in a high-heel position, even when they were barefoot. I mean, at most beach events, I was the only one capable of changing the foot position without requiring working avatar scripts and changing my height accordingly without using the hover height slider. All the Athenas were often powerless after Hypergridding because their avatar scripts no longer worked, and Athena is notorious for blowing up when detached and re-attached while out and about on the Hypergrid. Something else, by the way, that I can do with Ruth2 v4 with no problems, even if Ruth2 v4 has much more advanced scripted BoM support than any ripped Second Life body.

Nowadays, 15cm stilettos are the absolute minimum requirement for not being compared with an ugly old granny. If you want to be sexy, you have to wear sandals with 30cm stiletto heels and 15cm platform soles. Always and everywhere. And I've actually seen even higher footwear in stores. Not long until those 15cm platforms will be the norm, and the even higher ones will be the minimum for sexiness.

It wasn't that long ago that skirts were a kind of touchy issue. Super-short micro-mini skirts and dresses were preferred, not only because they caused little to no clipping due to less-than-optimal rigging, but also for sexiness. Still, many worried that their undies could peek out. Or their private parts because their skirt or dress was so clingy that it was impossible to wear mesh underwear underneath it. Rigging these garments required a few tricks.

In the meantime, the first skirts and dresses appeared that always bare your buttocks.

Nowadays, if you want to be sexy, you have to wear skirts and dresses which are so short that they reveal your underwear while you're standing up. In fact, they must even reveal your underwear to you when you switch your camera to front view, and then the camera is hovering a great deal higher than your own head. These skirts and dresses usually come with their own underwear, but it's often as tiny as one can get away with. Technically speaking, you could get banned from the OSgrid Plazas for wearing such clothes because the Plaza rules cite "exposed underwear" as a bannable offence.

Some things haven't changed, however. You're still expected to bare as much skin as possible because only the maximum amount of bare skin is sexy. A two-part outfit must bare your midriff. Ideally, so should a dress, at least partially; alternatively, it must reveal as much cleavage as is tolerable on a General-rated sim.

This, of course, goes together with the wide-spread idea that it's always not only summer everywhere in OpenSim, but actually sweltering heat. Yes, even on a Christmas-themed, snow-covered winter sim at night. Oh, and yes, you can walk and even dance on 15cm platforms with 30cm stiletto heels both on snow and ice and on sand. People will most likely keep this attitude up even when winter sims have started using PBR materials for snow and ice to be even more realistic. Being as sexy as possible is such a hard requirement that adapting your outfit to your surroundings has become a complete no-no.

Hosiery is only allowed in the shape of nylon stockings with the garters in plain sight, worn more like lingerie than to keep your legs warm in colder weather. Still, completely naked legs are sexier. One reason why nobody has ever stolen nylon tights from Second Life.

And lastly, and this hasn't changed either: You must never make full use of the capabilites of BoM. It's only for skins, make-up and, more recently, skin details. You must never use it to wear layer clothes. In this light, I wonder why two new shops with layer clothes have opened in the last few months if actually wearing them is frowned upon. The other reason why nobody has ever stolen nylon tights from Second Life.

If you're like me, and you refuse to both wear illegal content all over and participate in that maximum sexiness game all the time, you'd better have friends whom you can hang around with, who support you and your style and who may even back you up and defend you.

#OpenSim #OpenSimulator #SecondLife #Metaverse #VirtualWorlds #VirtualClothing #VirtualFashion
2025-04-29
Tomorrow is a double rezday: @Juno Rowland's fourth and my fifth.

A pity that it's also the last Wednesday of the month, so we'll celebrate it in a location that doesn't really have enough room for dancing couples. Had I thought of this, I would have talked the host into taking this month's event elsewhere like the Beat-Club. Or Juno could have asked to not only celebrate our birthday, but also 100 years of art déco at the Moka Efti.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #Rezday
2025-04-29
It was exactly 100 years ago yesterday that the Exposition internationale des arts décoratifs et industriels modernes started in Paris. An exhibition that would essentially start a whole new style of design for, well just about everything. Back in the day, the style was named the "1925 style". Not much later, however, it became known as art déco.

There are special art déco exhibitions in various places in the real world to celebrate this anniversary. Dezeen has some more articles on art déco if you're interested.

But art déco also exists in virtual worlds. In this context, I have to give a big shout-out to @Luna Lunaria, the Queen of Art Déco in OpenSim, although she covers other architectural styles as well. She was featured in the Winter 2025 issue of Virtual Education Journal, its first issue that moved beyond Second Life.

I guess she is constantly standing in the line of "Never buy in OpenSim" fire for selling almost all her creations for money. But seriously, what she makes is certainly worth paying for because it even outshines most of what is offered in the Second Life Marketplace. And "outshines" has to be taken literally.

I mean, what kind of look do you associate with 3-D virtual worlds? I guess it's a cartoonish look with simplified avatars, maybe even with missing limbs, simple in-world structures and a rather flat look with almost or absolutely no textures and tinted surfaces instead. The kind of graphics that's guaranteed to give you 60fps on battery-powered, passively-cooled mobile hardware at high resolutions with no problems.

Both Second Life and OpenSim could look better than that when they were launched in the 2000s because they were never geared towards tiny mobile devices, but rather powerful desktop computers instead.

Luna makes good use of the graphical features available, probably even more than most commercial creators specialising in Second Life did for years. One example is Blinn-Phong, i.e. specular maps to define how shiny surfaces are and normal maps that simulate rough or bumpy surfaces or small details like rivet heads, gaps between bricks or seams between tiles.

Next to everything being textured in OpenSim makes it look a whole lot better than today's virtual worlds focusing on VR headsets. Textures like on old Second Life buildings with baked-on shadows, baked-on highlights and sometimes even baked-on spots of sunlight shining in through windows look even prettier at first glance, but they're geared towards users with underpowered computers and graphics settings at minimum. The more you can afford to have on from atmospheric shaders to the Advanced Lighting Model (both of which are permanently on in Firestorm 7) to shadows, they suddenly have their drawbacks.

On top of all this, Blinn-Phong makes OpenSim look even more spectacular. All of a sudden, for example, brick walls no longer look like smooth and dull surfaces with bricks painted on them. And shiny surfaces really start to shine, and they do so much better than with the previously available three pre-defined levels of shininess for the whole surface.

Luna Lunaria has made a whole lot of use of Blinn-Phong in her works, also and especially in her art déco creations. If you're in OpenSim already, but you're unfamiliar with her creations, I recommend you to go visit her Lunaria Emporium in @Lone Wolf's Wolf Territories Grid. Even if you don't intend to buy anything, you'll still have a lot of huge and spectacular buildings to look at. That said, they're much more spectacular on a computer that can profit from Firestorm 7's improvements than on a machine with on-board graphics that requires you to stick with Firestorm 6 and turn all the glitz off to have something faster than a slideshow.

In particular, walk all the way to the southwest. There you'll find the most spectacular art déco building on the whole Hypergrid and maybe in all virtual worlds combined: The Majestic, a massive cinema/club/ballroom/lounge complex that took four months to make, and that'd be the perfect entertainment centre-piece especially on an art déco-themed sim. In fact, the cinema is even functional when the Majestic is installed in the Wolf Territories. It's just a pity that nobody seems to have a purely art déco sim planned.

Here are a few more impressions for those of you who aren't in OpenSim: one, two, three, four, five, six. Here is a customised copy of the Majestic.

If something looks shiny in these pictures, it most likely isn't due to baked-on highlights, but due to the surfaces actually being shiny. Pictures really can't do it justice. And if something looks reflective, it isn't the old trick of putting mirrored copies of everything behind a transparent surface. It's an actual mirror.

And no, these aren't AI renderings. These are actual in-world pictures. This building really exists in-world.

But this most likely isn't even the end of the story. With OpenSim 0.9.3.0, Firestorm 7 and the Cool VL Viewer 1.32.2, physically-based rendering (PBR) was introduced. This isn't just bumpy and shiny. This is when the physical properties of real-life materials are being simulated. This is Cyberpunk 2077. This goes past "Wait, this isn't AI?" straight into "Wait, this isn't a photo?" territory if carried out well.

Luna has already started using PBR on more recent creations and upgrading existing content, including the first art déco items. By the way, she is among the very few creators (or "creators") in OpenSim who always add Blinn-Phong fallback textures for those who can't see PBR textures, and who'd see dull and featureless grey surfaces otherwise. If you've bought the old Blinn-Phong versions, you can get a PBR upgrade for free as far as I know.

I think it's only a matter of time until the Majestic is upgraded to PBR.

Oh, and speaking of art déco: I have a new place for my house. "Speaking of art déco" because it's art déco all right, albeit not as flashy as Luna's creations. It's a freebie made by the Arch-Duke of Art Déco in OpenSim, Aaack Aardvark, creator of the Arcadia product line and formerly keeper of the famous ArcadiaShop. Unfortunately, he has practically entirely retreated from OpenSim and closed his sims for health reasons, and his branch shop at Wright Plaza doesn't nearly offer all his creations. For example, his Beach House which I live in can only be obtained by asking around who still has it, as can be various other art déco sets made by him. But if it's art déco, I have it, and I'll keep it.

Anyway, the sim where I had my old home has been moved to brand-new OliGrid which was launched by an OSgrid resident after OSgrid closed down to clear and overhaul its asset server. (I'm thankful for Fernando bringing Festa 24H back to OSgrid, by the way!)

Unlike my brother @Jupiter Rowland whose home and two shops were relocated to the Wolf Territories, and who made an avatar there to at least be able to keep the two shops alive, I didn't want to move to yet another grid. In fact, OSgrid works well enough now that we've both revived our avatars there, and Jupiter mainly keeps his Wolf Territories avatar for local purposes, especially shop-keeping.

Also, unlike Jupiter, I was lucky to find that my old home existed in two places at the same time. The copy in OSgrid has not been shut down yet, but soon it will be. As I didn't want to reside in a sandbox where I couldn't even set my home point, I needed a replacement. During the Sunday evening event where my old home was moved (I had my house and everything around it removed in that new location), the sim owner established contact between me and someone in OSgrid who could provide me with free land for my house.

I got that land the same night. And yesterday, I managed to set up my house in its final position and build the raised platform underneath it, including the surrounding walls and the stairs and ramps that lead up to it. In fact, the OSSL scripts in my house work even better there than in the old place. And I actually own the land that my house is on, and I can configure it according to my needs and preferences. For example, I can rename it (and I already have), I can define the access rules, and I can choose the music stream.

Jupiter, who is still having a little trouble with finding a new place to live, will probably get his own room in my house temporarily. I've got enough land for him to put up his own house, but he has yet to find a good house.

Extra convenience: I no longer have to teleport to get the old but still useful layer clothes made by Linda Kellie. After all, I still have to replenish my virtual wardrobe. My new living-place is on a sim based on her Boardwalk OAR, complete with a beachwear shop and a fully stocked general clothing shop. It's only the costumes that I'll have to teleport for now.

#SecondLife #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #WolfTerritories #WolfTerritoriesGrid #WolfGrid #WTGrid #OliGrid #ArtDeco
2025-04-26
(This is technically a repost of this post, but with "unseen" images for the Unseen Image Challenge by @Altbot, a modified post text and an upgraded set of long image descriptions. I didn't have time to complete the descriptions for a set of wholly new images.)

OSgrid is probably the oldest 3-D virtual world based on free and open-source software (OpenSimulator) and run by community members. It's definitely the oldest 3-D virtual world that's federated with other virtual worlds.

These images are from OSgrid's 17th birthday celebration in July, 2024.

My little in-world sister @Juno Rowland, part-time OSgrid resident just like myself, celebrated the grid birthday with outfits based on the officially-issued women's tank tops. The first image shows her wearing one of these outfits on her pier at her now-soon-to-disappear home at Tropicana Tuneage on Friday, July 26th. She had been around the birthday sims on Thursday already, but in a different skirt. On Friday, she posed in one that's much easier for me to describe in front of a background that's a great deal easier to describe than the anniversary sims.

One day later, on Saturday, July 27th, she went and revisited the birthday exhibitions, also to see one of her favourite things, a Leonard Cohen album cover at an exhibition. The second image is from there.

Juno's look


  • Body including head, eyelashes, feet and nails: Ruth2 v4 by the RuthAndRoth team ( @Austin Tate a.k.a. @Ai Austin, Ada Radius, Serie Sumei et al.)
  • Shape: modified by herself from the shape in the Ruth2 v4 Extras box
  • Skin: Starlight Remix Fair, NSFW, with eyebrows, but without eyeliner; originally by Eloh Eliot, "remixed" by yours truly so that Juno has a decent skin
  • Hair: CS Milca by DieChaotin McMasters
  • Necklace: Q's Pendant - OSgrid by Qandy Saw
  • Top: Happy Bday OSG17B Black, mesh by Damien Fate, texture and assembly by Saphy Riler
  • Skirt: mini-fuer-fate jeans beige, mesh and base texture by Klarabella Karamell, texture tinting and assembly by Juno herself
  • Shoes: reBoot Flat Ballet Black, unrigged variants, by Taarna Welles





Image descriptions


The medium and the basic setup


Both images in this post are digital renderings from inside a 3-D virtual world, using shaders, simplified real-time reflections and an artificial sun as a directed light source for illuminating the scenery and casting shadows, but without ray-tracing. It shows a digital avatar made to look like a fairly young woman. In the first image, she is standing at the end of a wooden pier. In the second image, she is standing next to a painted portrait of Leonard Cohen which he has used as an album cover.

The locations


The images were created in two different places in OSgrid, known as sims. Both are linked to the 17th anniversary of OSgrid which was celebrated from July 22th to July 28th, 2024.

OSgrid is a virtual world, a so-called "grid", based on a virtual-world engine named OpenSimulator. OpenSimulator, OpenSim in short, is a free, open-source, server-side re-implementation of the technology of Second Life. It is not affiliated with Linden Lab, the creators and owners of Second Life.

Second Life is a centralised, commercial 3-D virtual world launched in 2003. It experienced a big hype starting in 2007 which faded away in 2008. It still exists, it is constantly evolving, and it is celebrating its 21st anniversary this month.

The development of OpenSim started in 2006, originally under the name of OpenSecondLife, then OpenSL, by reverse-engineering Second Life's viewer API and building a virtual world server against it. In early 2007, Linden Lab laid open the source code of the official Second Life viewer, the client application needed to access Second Life. This revealed large parts of Second Life's technology and made not only the development of third-party viewers possible, but also facilitatted OpenSim's development. It was also in early 2007 that the first test version of OpenSim came out.

Second Life, as well as the worlds based on OpenSimulator, are referred to as "grids" because they are split into square regions of 256 by 256 metres or roughly 280 by 280 yards. This roughly corresponds to a bit more than three by two major-league football pitches or soccer fields or a bit less than three by two American football fields.

While Second Life is a walled garden with only one publicly accessible grid that is connected to nothing else, OpenSimulator can be used by just about anyone to create and run their own grid. In 2008, a new feature called the Hypergrid was introduced that allows avatars registered on one grid to visit other grids. Thus, OpenSim is not only decentralised, but actually mostly federated. There are currently over 3,000 active grids, maybe over 4,000, and especially most of the larger public grids are connected to the Hypergrid.

Sims, in turn, are short for simulators which have to run in regions for any kind of content to be able to exist in them and for avatars to be able to enter them. In Second Life, one sim always covers one region. OpenSim has so-called varsims which can cover multiple regions arranged in a square without having borders between the regions. The upper limit imposed by the software is 32 by 32 or 1,024 regions, but anything significantly larger than 16 by 16 or 256 regions has been proven to be highly impractical.

OSgrid was the first public OpenSim grid. It was launched in July, 2007, as a proving ground for OpenSim's own development which it still is. Nonetheless, it was the first OpenSim grid to surpass Second Life in land area, and it currently is one out of two grids to have done so. Also, as early as 2007 already, OSgrid referred to OpenSim in general and then, by 2008, to itself as "the Open Source Metaverse". It has used this term for an actual virtual world 14 years earlier than Mark Zuckerberg. For about just as long, the word "metaverse" has been part of the standard vocabulary in the OpenSim community.

The avatar in both pictures


The avatar shown in the image is Juno Rowland. She is, in fact, a backup avatar for my female alt, short for alternate avatar, that goes by the same name and looks the same while being at home on another grid.

Juno is built to look like a young woman. OpenSim does not explicitly support different ethnicities, but the basic avatar-building components available in OpenSim are almost exclusively geared towards avatars looking white or Latin American and in the 30s at most. She is 1.74 metres or 5 feet 8 1/2 inches tall which is taller than the average real-life Western woman by about the length of an adult person's palm. She is fairly slim which is somewhat concealed by the loose fit of her clothes.

Juno's skin textures are light to medium-light. Highlights and partly also shades are part of the skin textures, but very subdued. Most shading on her is created by the shader built into the viewer.

She has brown eyes and black hair worn as a rather short bob that narrows downward from where her ears are and extends to a height halfway between her chin and her shoulders. Her bangs cover her forehead entirely. Strands of her bangs partly cover her eyebrows, and two of them extend down as far as her upper eyelids. On each side, a single thick lock extends forward and slightly inward. These locks occasionally cover parts of her lower cheeks.

Juno is wearing a loose-fitting black tank top with the official logo of the 17th grid birthday festivities on it. The logo stretches across about 90% of Juno's chest and from slightly higher than right below her breasts to slightly higher than the middle of the front of the shirt.

In the top left corner of the birthday logo, there is the OSgrid logo. It consists of five identical parallelograms. Each one of them resembles a rectangle which, when placed horizontally, has its short edges tilted to the right by 18 degrees. The long edges are longer than the short edges by about three quarters. These five parallelograms are arranged around a common centre at the same distance and at angles of 72 degrees from each other. There is always one pointed angle slipping under the long side of a neighbouring parallelogram. This way, the gap in the middle between the parallelograms is a five-point star. The outer short edge of each parallelogram is farther away from the centre than the parallel long edge of the neighbouring parallelogram by a bit over half the latter's width. The top right parallelogram is placed exactly vertically.

The whole logo has a light, yellowish orange tint. Size-wise, it takes up a bit more than 20% of the width and about 70% of the height of the entire birthday logo.

To the right of the OSgrid logo, there is the name of the grid, "OSgrid", written in all capitals in the same tint of orange as the OSgrid logo. The writing is about two thirds as tall as each parallelogram in the OSgrid logo is long. It starts to the right of the vertical top right parallelogram at roughly 80% of its width, and the top of the letters is slightly higher than the obtuse top right corner of the top right parallelogram. The typeface used is a heavy variant of the Futura typeface, a geometric sans-serif typeface known for fairly small lower-case characters and a lower-case "a" which is like a "d" with a shorter line, much like in hand-writing.

Right below, "The Open Source Metaverse" is written at a vertical distance that is roughly the same as the general thickness of the letters in the "OSgrid" writing. All four words start with capitals. The writing lines up with the "OSgrid" writing to the left. The typeface is the same as the one used for the "OSgrid" writing, only smaller by about 60%. It is small enough to not be easily readable in the image at the resolution at which the image was posted. The writing is tinted a light grey, resembling aluminium.

Most of the lower half is taken up by a horizontal rectangle, tinted a darker, slightly less saturated, slightly more brownish tone of orange. To the left, it lines up with the bottom pointy-angled corner of the bottom left parallelogram in the logo. To the right, it lines up with the end of the writing "The Open Source Metaverse". At the top, it almost touches the vertical line of the "p" in the same writing.

On this rectangle, "17th Birthday" is written in the same black as the rest of the tank top and the same typeface as the other two writings, but twice the height as the writing "The Open Source Metaverse". Vertically, this writing is slightly above the middle of the rectangle. Horizontally, it lines up with the other two writings on the left.

Below the tank top, Juno is wearing a straight, loose-fitting miniskirt which ends roughly the length of one of her hands above her knees. Its texture gives it a look like washed-out denim in various shades of slightly yellowish, medium-light-to-medium brown. Seams, pockets and the fly are all only part of the texture. The pocket on the front to the left from Juno's point of view is completely covered by the tank top, the pocket on the other side is mostly covered. The texture does not emulate any rear pockets.

Apart from the skirt, Juno's legs are bare. On her feet, she is wearing a pair of flat ballet shoes which mostly show a black texture, slightly lighter than the tank top, with a structure that resembles an unidentified fabric. The insides of the shoes are a medium-light, shaded tone of brown, suggesting some fabric or thin leather again. The soles are a medium-light, slightly reddish brown. They have very low heels.

Around her neck, Juno is wearing a necklace consisting what appears to be a single wire of solid gold of a similar thickness as the material used for clothes hangers plus an OSgrid logo made of gold as well. The logo is a bit over half as big as the one on her tank top. The eye through which the wire runs is attached near one of the outer obtuse-angled corners, so the logo is rotated to the left in comparison with the one on the tank top. Both the wire and the logo are glossy, the logo more than the wire, but the material appearance is textured onto both.

In both Second Life and OpenSim-based worlds, unlike most other 3-D virtual worlds, avatars are not only highly configurable in-world, but also highly modular. Everything on Juno is an attachment. Her body is an attachment, the head included. Her feet are a separate attachment; different feet for medium and high heels are available. The skin textures can be replaced, and standard skins can be worn on this body. The eye texture can be replaced, too. Eyelashes, fingernails and toenails are attachments, although the latter are fully concealed inside her shoes. Her hair is an attachment. The top, the skirt, each shoe and the necklace are separate attachments which makes it possible for her to wear all kinds of outfits. Her shape is configurable with over 80 parameters, and even that can be replaced with another one which is usually just as configurable.

Everything that Juno is made up from was made by users. Everything else, including the purpose-made texture on the tank top, was made directly for OpenSim.

The scenery in the first image


The first image was created on a sim called Tropicana Tuneage, a multi-purpose sim which is regularly used for events, but which is also Juno's home in OSgrid.

The scenery is limited to a wooden pier which Juno is standing on. It takes up the lower 45% of the image. Its water-side end would line up with the lower side of Juno's butt if she was shown from behind. The top surface of the pier is textured in a way that suggests wooden planks that run transversally across the pier. The wood is very slightly less yellowish tone of brown than Juno's skirt and varies greatly between light-medium, almost light, and medium. The sides of the pier are outside the borders of the image.

The pier leads to the southwest. The camera angle follows it almost exactly in parallel. It is oriented farther to the right by about one degree. It is also roughly at the height of Juno's waist.

Beyond the pier and behind Juno, there is nothing but blue sea with gentle waves on it. The tone of blue has a fairly low saturation, and some of the waves are partly almost medium-dark grey. The horizon is at almost precisely two thirds of the height of the image, roughly below Juno's breasts, which shows that the camera is tilted downward by a few degrees.

The sky is a very pale, greenish blue with a very faint gradient towards the horizon that suggests haze. To Juno's right, there are some thin clouds which increasingly blend in with the sky, the lower they are. A bit of cloud is above her head as well. There are no clouds to her left.

Juno in the first image


Juno is slightly left of centre, standing on her right foot while moving her left foot forward and turning it to the left. She is about to turn herself around. Her arms are on her sides, the left arm is moved a bit forward. Her hands are relaxed with both middle fingers bent inward a little more than the other fingers.

Juno's face is expressionless. Any expressions would require specific animations to be played, mostly manually which would be an extra effort. She is looking past a point slightly above the camera.

Her hair is fully covering her ears. The lock on the left of her face, the right for the on-looker, is in front of the lower parts of her cheek. So is the lock on the other side, but less so.

Lighting in the first image


The simulated time of day is late afternoon. The sun is quite low already in the west. This can be told by the shadows which Juno's legs cast on the wooden planks texture on the pier as well as some narrow highlights on her neck, her arms and her legs. The sun itself is not in the image.

Apart from the sun, there is medium grey ambient light that shines the same from everywhere and therefore doesn't create any shadows.

Save for being cropped, the image is unedited and unprocessed.

The scenery in the second image


The second image was created in a different place on the same grid named OSG17B2. The name refers to OSgrid's 17th birthday, OSG17B in short. It is the second one of four numbered exhibition sims created for the birthday, two of which were opened to the public while the other two remain unused.

In the second image, Juno is inside a building used as a gallery of music album covers.

Most of the right-hand 60% of the image are taken up by an art easel. It is about one and two thirds times as high as Juno is tall while appearing smaller due to the perspective. It is rotated to the right from the camera being directly aimed at its front by about 25 degrees.

The easel is a fairly stable and elaborate construction which looks like it is adjustable for various canvas sizes. Below where the canvas would be put, there is a shelf for painting utensils. The easel is mostly white with no texture on it. The exceptions are eleven slotted screw heads and a handle roughly shaped like a six-point star with which the easel can be adjusted to different canvas sizes. They have metal-like, partly light grey, partly light yellowish or brownish textures with medium-light orange spots hinting at corrosion. These textures include highlights and shading. The parts themselves are not shiny. Of the screw heads, only five are unobscured. One is holding the adjustment handle in place. Three are holding the almost vertical part of the easel together, one close to the top, two near the bottom. The fifth one connects the right-hand rear support to the foot.

The easel is adjusted for something way bigger than what it is carrying. It's the cover of the album Recent Songs by the singer-songwriter Leonard Cohen. It was released in 1979 as his sixth studio album, and it is not known for high-charting single releases. The cover is about half as high as Juno is tall. Again, due to the perspective, it appears to be smaller. Its aspect ratio is very slightly warped, it is a little wider than it is high.

The album cover is based on a frontal facial portrait painting of Cohen by Dianne Lawrence. It shows him as a middle-aged, light-skinned man with green eyes and black, medium-short hair which he wears in a somewhat asymmetrical hairdo that is slightly fuller on his left, the on-looker's right, than on the other side. The top of his hair is cut off by the top edge of the canvas. At the bottom, the portrait ends at Cohen's shoulders. He is wearing a black shirt which lacks too many details to be identifiable any further.

The background behind him is a solid, slightly pale medium blue with a minimal hint of green.

Above his right shoulder, his left shoulder from the on-looker's point of view, there is a drawing of a hummingbird which is only black and background blue and about as long from beak to tail feathers as Cohen's mouth is wide. The bird seems to be hovering above his shoulder with no intention to touch down. Its beak is oriented to the right for the on-looker and tilted slightly downward to between Cohen's shoulder and the collar of his shirt.

Between the top left corner and Cohen's hair, his name is written, "Leonard Cohen". Likewise, between his hair and the top right corner, the title of the album is written, "Recent Songs". Both are in black, fairly small, in an unidentified, very heavy geometric sans-serif typeface and in all-caps.

The narrow right-hand side of the box that has the portrait on its front has a medium-dark wood texture, slightly reddish, slightly greyish, with the grain perpendicular to the long edges.

The wall behind the easel is mostly white with a black circular pattern on it. It consists of 39 concentric circles whose thickness increase from the outermost to the innermost circle. Instead of a 40th circle, there is a dot in the centre which is a little bigger than the thickness of the innermost circle. The texture itself is a bit over one and a half times as high as Juno is tall and twice as wide as it is high. Thus, it has ample of white space on both sides whereas the outermost 16 circles are more or less cut at the top and the bottom. Two of these patterns are within the border of the image above one another. The upper one is cut off by the upper edge of the image in such a way that only the two innermost circles are complete.

The wall makes up a bit less than the upper two thirds of the background of the image. Apart from Juno and the easel, everything below is ground. The edge between the wall and the floor shows that the camera is rotated from being perpendicular to the wall by some five degrees to the left. Thus, the easel is rotated to the right by about 20 degrees from being parallel to the wall. Besides, the camera is as high above the ground as Juno's waist and tilted downward only very minimally.

The ground is a medium orange in the bottom left corner of the image. It gets a little darker and more purplish towards the opposite corner where it meets the wall.

Juno in the second image


Juno is on the left-hand side of the image. standing in front of the easel, a little left of its centre, and facing it. The image shows her to the left of the easel and from the rear right. Her head is tilted downward as if she was looking at the album cover. Her face is entirely on the far side of her head. The bottom of her hair is shifted to the back and to the left because she is actually in motion. Her right ear is still fully concealed under hair.

Her arms are relaxed on both sides. She is resting her weight on her right leg while having lifted up the heel of her left foot.

The right strap of her tank top is hovering above her right shoulder at a distance of a little more than the thickness of one of her fingers. The background appears through the gap.

Lighting in the second image


The only light available in the image are the omnipresent medium grey ambient light and several white point lights on the ceiling beyond the edges of the image, only one of which is on this side of the wall. The sun is fixed straight above the scene, but the roof of the building which is outside the image is in its way. Since shadows are on in this picture, the roof keeps the sunlight out. Point light sources like those on the ceiling don't cast shadows, so they add to the ambient light, but they only illuminate avatars, objects and the like from one side. The highlights on her legs hint at the position of the sole point light on this side of the wall, namely behind and slightly to the left of Juno.

Save for being cropped, the image is unedited and unprocessed.

#Long #LongPost #CWLong #CWLongPost #AltText #ImageDescription #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #OSG17B #UnseenImageChallenge
Digital rendering from OSgrid, one of the biggest out of thousands of 3-D virtual worlds based on OpenSimulator. It shows Juno Rowland, a female avatar, standing at the end of a wooden pier with the ocean in the background. The avatar is designed to resemble a woman who is no older than in her 30s. She is slim underneath loose-fitting clothes. She has light to medium-light skin and black hair which is styled as a neck-long bob. She is wearing a black tank top, a straight, lower-thigh-length, light-to-medium-light-brown denim miniskirt, a pair of black flat ballet shoes and a golden necklace. She is looking at the cover of the Leonard Cohen album Recent Songs on a white easel. The cover is a painting of the musician's face. He is shown to be a middle-aged man with light skin, green eyes and black hair in a black shirt. A hummingbird is drawn hovering above his shoulder to the left. The background is medium blue. Cohen's name and the album title are written in the top corners. A more detailed description of the image, including explanations, can be found in the post itself. If you are on Mastodon, Misskey or one of their forks, you can find it by opening the summary and content warning which includes, “CW: long (22,537 characters, including 20,329 characters of image descriptions), eye contact”, and then following the actual post text. If you are on Pleroma, Akkoma, another Pleroma fork, Friendica, Hubzilla or (streams), the full description will follow right after the images.
2025-04-17
And thanks to a box of OpenSim-made mesh clothes, I'm sufficiently dressed to visit the OSgrid plazas again.

But I've discovered I need better alpha masks for the boots I'm wearing. I might switch to sneakers and stockings once I get my hands on stockings at Teravus Plaza. It's chilly after all.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #Avatar
2025-04-17
Great, my eyes aren't in that box. I'm going to wear replacement eyes, and I'll have to go Hypergridding today already to get my eyes.

At least I'm complete again. Naked so far and a bit of a work in progress, but complete, even as a naked avatar.

Also, I think I'll try the mesh eyeballs for a change.

Now I can start saving my first outfits and putting on clothes. But I'll have to relog to the Cool VL Viewer at some point to make subfolders for outfits.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #Avatar
2025-04-17
Second stopover: the official sim for my mesh body (and others from the same families).

What I get here is my body, Ruth2 v4, extras for my body, my skins, physics, underwear, nail polish and a big box of alpha masks. Also, I pick up the Ruth2 v4 and Roth2 v2 body boxes. I always have them in my inventory, just in case someone else needs them.

Two things I've noticed: One, while I see myself as a cloud, others see myself as naked Ruth, wherever that skin came from. Two, I forgot to give myself eyes. Good thing I have a full-perm box that I could send myself because these eyes aren't available anywhere in OSgrid.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #Avatar #RuthAndRoth #Ruth2
2025-04-17
So my "resurrection" in OSgrid started in a sandbox as an orange cloud with a human shadow. I'm literally wearing nothing, not even a skin, a shape, hair or eyes, because everything I wore the last time I was online in OSgrid was deleted when the asset database was purged. Normally, it's impossible not to wear these four.

My inventory is quite limited. There are some landmarks that @Jupiter Rowland has sent me that I'll need for my shopping tour. There is a welcome back landmark that I've just received from a group of which I'm still a member. My friends and groups are still there, too, because they aren't assets. And there is OSgrid's OpenSim Library from which I could put together the default Ruth look.

But I don't want to do that.

The first step is to pick up the contents of five boxes which my Dorenas World self has supplied in this sandbox and sort them into my inventory. These are:
  • one box with adjusted, modified or self-made body parts including textures
  • one box with self-made alpha masks including textures
  • one box with bikinis of which I'm not sure whether they're available in-world again, but I got them early
  • one box with beach bags from the same source
  • one box with modified AOs using the khAOs script which I'll turn into viewer AOs regardless; I'll keep the khAOs AOs as backups in case I log in with something else than Firestorm

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #Avatar
2025-04-16
Now that OSgrid is back, I need to rebuild myself there, including outfits. And I have a crazy challenge for myself to get started:
  • Don't send myself what I can't pick up in-world. Only send myself customised basics (shape, adjusted hair etc. and my alpha masks).
  • Pick up content from OSgrid itself first. Don't go hypergridding just yet.
  • Visit only one sim as a cloud.
  • Don't break the rules or the ratings of any sims. In other words, don't visit the Plazas before being appropriately dressed for the Plazas.
  • Try not to resort to layer clothes for what I usually don't wear as layer clothes.

I'll probably start at RuthAndRoth where I can get my body, my skins, underwear and even actually some other clothes.

Also, I want to have bunny outfits in OSgrid before Easter. At least @Jupiter Rowland says that the Arcadia Shop at Wright Plaza still offers the bunny kit.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #Avatar
2025-04-15
Good news: OSgrid is back online. Of course, we had to find out by chance because there's no official statement.

Bad news: Yes, the asset server is a blank slate and being refilled by and by. It takes an eternity to rez anything in OSgrid.

Anyway, all three Jupiters are online right now. One (Dorenas World) is partying with @Juno Rowland, the second one (Wolf Territories) is trying to pass some content over to the third one (OSgrid).

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid
2025-03-20
@LucileDT Have you noticed that there are links in my comments?

If it has a different colour from the rest of the content, it's a hyperlink. You're probably used to all hyperlinks always being URLs in plain sight. But Hubzilla, where I am, can not only render, but also generate embedded links where the URL is concealed beneath some other text like on websites and in good blog posts. Mastodon can only show them, but not make them.

All links in my post contain actual in-world pictures. You can't see them immediately. I had to put them all behind summaries plus content warnings because the posts are all extremely long, and Mastodon users may be very sensitive about anything that's longer than 500 characters.

For example:
  • Tap this. If you're on a phone app, your Web browser will open. I can't help that.
  • Tap "View article". The post will unfold from the summary and content warning.
  • Scroll down. You'll see:
    • the actual post
    • the image with alt-text, embedded in the post in-between paragraphs
    • over 60,000 characters of long image description
If you absolutely have to see it in your Mastodon app, search for the hashtag #UniversalCampus.

Or:
  • Tap this. If you're on a phone app, your Web browser will open. I can't help that.
  • Tap "View article". The post will unfold from the summary and content warning.
  • Scroll down. You'll see:
    • the actual post
    • the image with alt-text, embedded in the post in-between paragraphs
    • over 25,000 characters of long image description
This post is not available on your Mastodon instance, so no chance for you to see it in your Mastodon app. Sorry.

If I were to include images right into this comment, I'd have to add a full set of image descriptions to each image.

I do not have any pictures of halfway realistic buildings at hand. I couldn't post them in the Fediverse anyway. I can't properly describe them, so I can't post them, so it isn't even worth creating the images in the first place.

Beyond my own images, I can recommend two blogs to you: the HG Safari blog by Thirza Ember a.k.a. @HG Safari and the Hypergrid International Expo blog by @Tosha T..

If you want something more artsy, check out the OpenSim and OpenSim-Creations groups as well as the OpenSim tag on Flickr.

#Long #LongPost #CWLong #CWLongPost #FediMeta #FediverseMeta #CWFediMeta #CWFediverseMeta #Fediverse #Mastodon #Hubzilla #AltText #AltTextMeta #CWAltTextMeta #ImageDescription #ImageDescriptions #ImageDescriptionMeta #CWImageDescriptionMeta #OpenSim #OpenSimulator #Metaverse #VirtualWorlds
2025-03-18
@Monstreline @qurly(not curly)joe @Claire (sometimes Carla) One thing you could do is search mastodon.social for the #AltText hashtag which many put on their posts with alt-text. Also, search mastodon.social for the #AltTextHallOfFame hashtag and follow @Alt Text Hall of Fame.

However, I'm not sure if that will lead to the desired outcome. Checking Mastodon users' alt-texts and the reactions upon these was part of what led myself to what one may argue is "overthinking" image descriptions for the Fediverse. In fact, I ended up describing all my original images twice, including with a long image description in the post itself. And I'm constantly upping my game, improving my style and declaring old image descriptions obsolete because I keep learning new things and trying new things.

Granted, you may not be inspired to go as far as I did, seeing as you've got 500 characters in posts whereas I have hundreds of thousands or even millions. But still, chances are that analysing other people's alt-texts may have you overthink image descriptions even more rather than less.

For reference, here are my latest original image posts in reverse chronological order (the older, the more obsolete):
In each case, the post including image(s) is hidden behind a summary and content warning. In the first post, the images themselves are additionally hidden behind a spoiler tag as an extra safety measure due to their potentially sensitive content.

#Long #LongPost #CWLong #CWLongPost #FediMeta #FediverseMeta #CWFediMeta #CWFediverseMeta #Fediverse #CharacterLimit #CharacterLimits #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #AltText #AltTextMeta #CWAltTextMeta #ImageDescription #ImageDescriptions #ImageDescriptionMeta #CWImageDescriptionMeta
2025-03-15
@Ton Zijlstra @Metaverse 💞 beyond.pictures The entire "Metaverse = blockchain + crypto + NFTs" cryptobro scene seems blissfully unaware of the existence of @Second Life (tagging them so they can have a laugh for the weekend if they notice). In fact, apparently, so does almost everyone who started a virtual world since the mid-2010s, especially since Meta's Horizon announcement. A few virtual world makers may be fully convinced that Second Life is dead and gone since 2008 or 2009, just like so many others. Most of them, however, seem to never even have heard that name ever before.

The only exception seems to be Horizon itself, but only because it was spearheaded by a former Linden. And even then, Horizon failed because Zuckerberg had too much control and, at the same time, no idea whatsoever how virtual worlds work.

It's especially the cryptobros who put raking in money above and before anything else. Sure, a commercial virtual world needs a business model and a steady source of income to stay afloat. But the "business model" of many crypto-based virtual worlds is, "First I'll sell land to celebrities and megacorporations for cryptocurrency worth millions of real-life dollars a patch. Then I'll rake in even more money when the cryptocurrency rises in value as people start speculating with it. And then, well, yeah, I guess I'll take care of the world." Lots of "metaverses" tanked because they sold NFT deeds to virtual land that they never actually managed to create.

Decentraland actually exists, you have to give them that.

Still, the makers of Decentraland had and still have to learn a lot of things about virtual worlds the hard way if they refuse to look at other worlds and what makes them successful.

This includes in-world building. Just because it's possible, doesn't mean it's convenient. And virtual worlds based on game engines like Unity3D or the Unreal Engine don't make it convenient. If you want a city in-world, you have to build the entire city in an external game scene editor as one block, all small details included, script it there, export it, convert it, and then you can import it. You can't actually build anything in-world. You can't change anything in-world. If you have a few more visitors at home, and you want to add a chair or two, you have to fire up the editor, edit the whole scene, add the chairs there, export it again, convert it again and throw everyone out of your home because you have to delete and re-import the entire scene.

Second Life lets you add a chair right there, right then. Second Life lets you build furniture on the spot if you're skilled enough. Or entire buildings. At "worst", the external tools you use are Blender for 3-D meshes and Photoshop or GIMP for textures so the single objects you make look better. And still, you piece your part of the world together from big and small objects in-world. Say about Second Life's graphics engine what you want, but it facilitates world-building greatly because it doesn't require in-world places to be static, monolithic scenes like in video games.

Speaking of which, Second Life is often criticised for its learning curve and bad on-boarding. Decentraland seems to manage to be even worse.

Oh, and if the makers of Decentraland had actually done their homework and some more research, they wouldn't use that stupid "first decentralised metaverse ever" claim. It's stupid because it's wrong.

The "first decentralised metaverse" came to exist in 2007 already with OpenSimulator, a free and open-source server-side re-implementation of Second Life's technology. The term "metaverse" has actually been used around OpenSim since 2007, including by (now offline for extended maintenance) OSgrid, the first public OpenSim grid, the oldest still existing OpenSim grid and one of the two biggest OpenSim grids.

Decentraland is "decentralised" in the crypto sense: It uses its own cryptocurrency rather than relying on one of the big ones like Bitcoin, Etherium or Dogecoin. But as a virtual world, it's still one big monolithic walled garden.

OpenSimulator is decentralised by being the technology underneath well over 3,000 big and small individual virtual worlds. Now it comes: Almost all of them are connected to one another via the so-called Hypergrid which was created in 2008. You can have an avatar on one grid and visit another grid with that avatar, even taking your inventory with you. You can have friends on other grids. You can join groups on other grids (although group functionality across grid borders can be hit-and-miss).

Lastly, virtual land NFTs being cash cows only works because people don't know about Second Life or think it's dead, and because they've never heard of OpenSim. There are more than enough stories of people or companies shelling out eight-digit US dollar sums for patches of land in new virtual worlds.

AFAIK, Second Life charges you some $250 of monthly rent for a 256x256m standard region with an island on it, surrounded by ocean, and $300 per month for the same size of land on the mainland. Granted, only if you can get that land in the first place.

@Lone Wolf's Wolf Territories Grid has various offerings, depending on land size and capacity. The default is a bit over $25 a month for 1,024x1,024m and 20,000 prims. And the Wolf Territories, being a commercial grid, are actually considered expensive because the "standard" has been $10/month for 256x256m and 15,000 prims, and some grids go as low as $5/month for 256x256m. You're likely to get what you pay for, but still.

This is also possible because, unlike Second Life, unlike Decentraland, unlike Horizon, unlike almost all other virtual worlds, land is not scarce in OpenSim. Anyone can literally make their own land in OpenSim. You can run OpenSim on a Web server or on a machine at home. You can host your own land as a stand-alone and attach it to an existing grid, although only few grids allow this. Or you can even host your own entire grid and open it to the Hypergrid if you so desire. The vast majority of grids is home-hosted.

In fact, all those who are working on building the "open Metaverse" should take quite a few more closer looks at OpenSim. Otherwise they're bound to make some very painful mistakes.

#Long #LongPost #CWLong #CWLongPost #Decentraland #Blockchain #Crypto #Cryptocurrency #Cryptocurrencies #NFTs #MetaPlatforms #MetaHorizon #Horizon #HorizonWorlds #SecondLife #OpenSim #OpenSimulator #Hypergrid #Metaverse #VirtualWorlds #Decentralised #Decentralized
2025-03-06
@Jerralyn Franzic I've basically moved my alt to the Wolf Territories myself. I've actually followed my home and my two shops because they're all on Nautilus sims, and Chad Deischer has relocated the whole Nautilus archipelago to the Wolf Territories several weeks ago, my furnished home, the stuff in my shops and all. So I had to follow suit to reclaim my home and my shops.

I just hope the Wolf Territories will find a way to have that nasty bug with creating folders and outfits fixed, then it'll be much more fun.

As for OSgrid, I'm not sure what to do with the avatar I have there. Maybe keep him as another spare. I'm not even sure if I'll find him a new home. But I won't delete him, seeing as he's the creator of a few items.

My main remains in Dorenas World.

#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid #WolfTerritories #WolfTerritoriesGrid #WTGrid #WolfGrid #DorenasWorld
2025-03-05
@Samuel Lison :lagr_elephant: Just a pity that you'll have to either wait or move to another grid and start over at such an early stage as OSgrid was shut down for prolonged maintenance upon short notice.

#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid
2025-03-04
OSgrid is offline again. Not for a few hours or so like just about everyday for quite a while now. This time, it was closed for maintenance for the foreseeable future.

The asset server is in such a bad state now that each crash and restart caused more assets to break. Yesterday, OSgrid reached a state in which it was no longer even possible to save inventories as IARs as they all ended up corrupt. So instead of closing the grid on March 21st to wipe the asset server clean, they had to pull the plug immediately.

One could say this means that lots of OSgrid users who wanted to wait until the last moment to save their stuff have lost lots of content. I say they've probably lost it already before the grid closure because chances are it was already broken at that point.

Seriously, the last time I've logged my OSgrid alt in, and that was last week, almost none of his attachments worked. No body. No hair. No glasses. Etc. I had to unpack replacements for some of the items from boxes which happened to still be intact, but for adjusted or modified items, I had to send in another "me" to deliver replacements right into OSgrid.

Now the OSgrid staff say they want to "completely rebuild the assets in a new format". At first glance, this reads like they no longer want to wipe the asset server and fix the assets themselves instead. But seriously, they've tried that for years. To less than no avail as we can see now. More assets are geb0rkt than not.

I myself rather think they've already started wiping it, and they simply want to change the way the assets are stored. And that's although OSgrid has switched to Avination-coined fsasset after the RAID failure in 2014 and the eight-month data rescue timeout until 2015. But that was almost a decade ago, and you can only change so much on an asset server in a running grid with assets on it.

Basically, instead of just resetting the asset server, they're going to tear it down and rebuild it. After all, they're still hoping for most residents (those who were active recently anyway) to return and bring their stuff back (what parts of it aren't broken anyway).

Most other grids would have called it quits at this point. And seriously, OSgrid was the first public OpenSim grid, it's the oldest grid (launched in 2007), and it's one of only two remaining grids from the 2000s (the other one is AnSky from 2008). It's probably a question of honour for OSgrid to carry on against all odds.

On a more positive note on decentralised stuff, Netzgemeinde seems to work again.

#Long #LongPost #CWLong #CWLongPost #FediMeta #FediverseMeta #CWFediMeta #CWFediverseMeta #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #OSgrid

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