Developer(s) | Linden Lab |
---|---|
Initial release | June 23, 2003 |
Stable release | 7.1.10.10800445603 (September 17, 2024[±] | )
Repository | github |
Written in | C++[1] |
Engine | Open-source (C++, OpenGL) |
Platform | |
Available in | 12 languages[4] |
List of languages | |
License | LGPL-2.1-or-later |
Website | secondlife |
Developer(s) | Linden Lab |
---|---|
Initial release | June 23, 2003 |
Stable release | 2024-07-22.10048683488 (July 22, 2024[±] | )
Written in | |
Middleware | Havok |
Platform | Linux |
License | Proprietary |
Website | secondlife |
Second Life is a multiplayer virtual world that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers and owned by the San Francisco-based firm Linden Lab, it launched on June 23, 2003 and saw rapid growth for some years; in 2013 it had approximately one million regular users.[9] Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000".[10] In many ways, Second Life is similar to massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective."[11]
The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers.[12][13] Second Life users, also called 'residents', create virtual representations of themselves, called avatars, and are able to interact with places, objects and other avatars. They can explore the world (known as the grid), meet other residents, socialize, participate in both individual and group activities, build, create, shop, and trade virtual property and services with one another.
The platform principally features 3D-based user-generated content. Second Life also has its own virtual currency, the Linden Dollar (L$), which is exchangeable with real world currency.[14][15] Second Life is intended for people ages 16 and over, with the exception of 13–15-year-old users, who are restricted to the Second Life region of a sponsoring institution (e.g., a school).[16][17]
C++: 91.4%
Second Life has two LSL compiles, one which compiles into LSO bytecode and is executed by the simulator in the LSO VM
Mono is now live on the main grid with server version 1.24.3
Second Life has two LSL compiles, ..., the other which compiles to IL and is executed by the simulator in the Mono VM
Luau was the only scripting runtime that fulfilled all of our requirements for a scripting engine within Second Life