![]() ![]() "Anybody could get a copy and make use of it, and that's what There the story might have ended, were it not for the fact that CopyBot wasįree software. Were agreeing with that, and they'd be there for five or ten minutes dancing So people could make sure that that was what they wanted. "You'd actually have to ask it before it would copy you,Īnd it would then give you a lengthy disclaimer explaining what was going on "mirroring" - copying of virtual objects - was kept within the terms of Verify that than just mirroring it back" down the connection to the system andįreedman emphasizes that there were safeguards built into ensure that this Needed a way to verify that the data was coming correctly: what better way to Part of the Second Life protocol that was responsible for drawing avatars. "It was a debugging tool," Freedman says of CopyBot. ![]() "Back in the Second Life Community Convention in August,Īnd then along came the CopyBot incident. The project had been run impressed Linden Lab, who were very happy with it,"įreedman explains. To Linden Lab, the company behind Second Life. One by-product of this work was that they turned up security issues - "andīelieve you me, they found quite a few," Freedman says - which they reported To do that, the libsecondlife group started reverse-engineering Open source library that third parties could employ to create new Second LifeĪpplications. The libsecondlife project began six months ago, and was started by a group ofĬoders who "were interested in seeing a little more flexibility in what theyĬould do with Second Life," as Freedman explains. Me: 'I just want to code, I don't want to deal with this.'" Public relations issues that CopyBot threw up. Over recently after John Hurliman, the previous lead, and still the mainĬontributor of code to the project, decided he didn't want to deal with the The person leading the libsecondlife project is Jonathan Freedman. Valueless, and undermining the entire Second Life economy. Spectre of people replicating content for free, rendering digital objects In-world activity selling virtual items, withĮarning tens of thousands of dollars per year. This was deeply problematic, since one of the attractions of Second Life is To be made of in-world objects - including the "avatars" that are used to As its name suggests, this tool allowed copies What some of the consequences of this openness might be was shown recently in Source has an added significance in that it not only lays bare the engines ofĬreation, but it potentially allows them to be hacked. Inscribed in the lines of code that implement it. What you can and cannot do there, both legally and even physically, are But for a virtual world,Ĭonstructed entirely out of bits, it is literally true: the laws regarding This article was contributed by Glyn Moody ![]()
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