How Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
First we talked about clients and servers; then we talked about maps. Now we are finally at the hardest part of virtual worlds to wrap your head around – not coincidentally, also the aspect that gets people the most excited.
Things. Stuff. Bits and bobs. Widgets. You know: objects.
A lot of folks think a digital object is something like this:
Objects might seem simple, but they are actually very complicated. The subtleties lead to confusion about what is possible in online worlds or metaverses – and the answer is both more and less than people tend to think.
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