Three in ten: a look back over Rod Humble’s tenure at LL

It’s been a great 3 years! All my thanks to my colleagues at Linden Lab and our wonderful customers I wish you the very best for the future and continued success! I am starting-up a company to make Art, Entertainment and unusual things! More on that in a few weeks!

With these words, and a few personal notes to the likes of Jo Yardley, who broke the news to the SL community as a whole, Rod Humble’s departure from Linden Lab entered the public domain.

Rod Humble, with a little reminder from his past
Rod Humble, with a little reminder from his past

Rod Humble officially joined the Lab as CEO in early January 2011, although according to BK Linden, he had been logging-in during the closing months of 2010, “exploring and experimenting in-world to familiarise himself with the pluses and minuses of our product and the successes and challenges faced by our Residents”.

Prior to his arrival, and under the much maligned Mark Kingdon, the Lab had been investing in hardware and infrastructure, with Frank (FJ Linden) Ambrose being recruited into the company to head-up the work. This continued through the first year of Humble’s tenure as CEO, paving the way for a series of large-scale overhauls to the platform in an attempt to improve performance, stability, reliability of server / viewer communications and boost the overall user experience.

Much of this work initially announced in 2012 as “Project Shining”.  It had been hoped within the Lab that the work would be completed within 12 months; however, so complex has it proven to be that even now, more that 18 months later, elements of core parts of it (viewer-side updates related to interest lists, the mesh-related HTTP work, final SSA updates) have yet to be fully deployed.

Even so, this work has led to significant improvements in the platform, many of which can be built upon (as with the HTTP updates paving the way for HTTP pipelining or the SSA work already generating core improvements to the inventory system’s robustness via the AIS v3 work).

SSBAsaw a complete overhaul over the avatar rendering process in order to eliminate the bane of users' lives: bake fail
SSA, aimed at eliminating the bane of users’ lives,  bake fail, was one of a number of projects aimed at benefiting the user experience

It might be argued that these aren’t really achievements on Humble’s part, but rather things the company should have been doing as a matter of course. True enough; but the fact is, prior to Humble’s arrival, the work wasn’t being done with anything like the focus we’ve seen under his leadership.

A philosophy he brought to the Lab was that of rapid development / deployment cycles, as he indicated at his first (and only, as it turned out) SLCC address in 2011. This saw the server release process overhauled and the three RC channels introduced, making it easier to deploy updates, patches, and fixes to address bugs, issues and exploits.

Humble referred to this as “putting the ‘Lab’ back into Linden Lab”, and in fairness, it didn’t always work as advertised, as with the initial experience tools deployment in June 2012, which resulted in a spate of grid-wide griefing. However, it is fair to say it has generally resulted in less grid-wide disruption and upset.

More recently, this approach has also been applied to the viewer release process, allowing the Lab to focus more sharply on issues arising within the viewer code as a result of changes or integrating new capabilities. This in turn has largely eliminated the risk of issues bringing viewer updates to a complete halt, as happened in the latter part of 2012.

One of the more (to many SL users and observers) controversial aspects of Humble’s tenure was the move to diversify the company’s product brief. When talking to Giant Bomb’s Patrick Klepek in October 2012, he candidly admitted his initial attraction to the post was born from the company being “ready-made to do a whole bunch of other products, which I wanted to do.” He’d also forewarned SL users than the company would be diversifying its product brief during his 2011 SLCC address.

Many objected to this on the grounds it was “taking away” time and effort which might be focused on Second Life while others felt that it was a misappropriation of “their” money, or that it signalled “the end” of SL. In terms of the latter, the reality was, and remains, far from the case. In fact, if it can be done wisely, diversification might even, over time, help SL by removing the huge pressure placed upon it as the company’s sole means of generating revenue.

Diversification isn't in itself a bad idea; the problem is ensuring that a company diversifies wisely. Some of LL's initial efforts under Humble's guidance mean the jury is still out on that matter
Diversification isn’t in itself a bad idea; the problem is ensuring that it’s done wisely. The jury’s still out in that regard with some of LL’s initial efforts

The problem is that the direction that has been taken by the Lab thus far doesn’t appear to be the most productive revenue-wise, at least in part. The apps market is both saturated and highly competitive (and even now, two of the products in that sector have yet to arrive on Android). Similarly, it might be argued that Desura could be more valuable as a marketable asset than as a long-term investment), and dio appears to be going nowhere. All of which leaves Patterns,  which in fairness does appear to be carving a niche for itself, and has yet to be officially launched. It will be interesting to see what, if any, appetite the Lab has for continuing with these efforts now that Humble has departed.

There have been missteps along the way, to be sure. Humble’s tenure has been marked by a series of ongoing and quite major issues with the SL Marketplace which the company appeared to be completely unable to bring under control. These prompted me to wonder if “putting the ‘Lab’ back into Linden Lab” might actually work in all cases.  Worse, they led to a clear and continued erosion in customer trust where the Marketplace was concerned and quite possibly damaged Humble’s own reputation. Despite promises of “upping the tempo” with communications and updates, all merchants saw was the commerce team reduce communications to the bare minimum, and refused to hold in-world meetings which might otherwise have improved relationships.

Similarly, some projects were perhaps pushed through either too quickly or without real regard for how well they might be employed. Mesh was perhaps prematurely consigned to the “job done” basket, particularly given the loud and repeated calls for a deformation capability which were spectacularly ignored (and are only now being addressed, after much angst and upset in the interim, all of which could have been avoided).  Pathfinding has failed to live up to the Lab’s expectations and still appears to be something that could have been pushed down the road a little so that other work could carried out which might have left people more interested in given it a go.

Continue reading “Three in ten: a look back over Rod Humble’s tenure at LL”

The Drax Files Radio Hour: augmented reality, harassment as humour, HTTP

radio-hourThe third broadcast from the attic studios of The Drax Files Radio Hour is now available, and includes another heady mix of news, views and interviews.

We have a look at coming out of the virtual closet, another poke at the issue of net neutrality, more rifting on the Rift, and a look into the Lab’s HTTP work with a chat with Monty Linden. Most notably of all, there’s news on Loki Eliot’s video, The Lost Virtual World, which he kindly allowed me to sneak peek last week, and  – buckle-in and hold tight – an interview with Esteban Winsmore.

Coming out the Virtual Closet

We’re all sensitive about the issue of privacy and identity – as any reference of Facebook tends to demonstrate – but how do we handle telling friends and family about virtual worlds? Do we tell others? How can we overcome any preconceptions about the platform and help people understand that we’re not lacking a life, but are augmenting our life, often very creatively? How do we explain SL to those who have never heard of it? How easy is it to be open with friends?

These questions are touched upon very broadly in the opening piece in the show, with Jo explaining that her use of SL through the 1920s Berlin Project makes it very easy to talk about the platform and  – while she doesn’t use this term – evangelise it to her friends, encouraging them to get involved. Eshi Otawara gives a more pragmatic response, her own discussions of SL with friends and colleagues being more driven by the questions they may ask.

This is really a quick scratch at the surface of this topic. The Drax Files Radio Hour blog is there for people to relate their own experiences, and the team can also be reached via Skype and in-world (see the blog for how) – so why not let them dig a little deeper by providing them with insight into your own experiences?

The Rift and Augmented Reality

The Oculus Rift once again gets spotlighted, this time with a video of some fascinating work by William Steptoe from the University College London. He’s been developing a set of stereo cameras for the headset to allow it to function as an augmented reality device. The video itself is just over 18 minutes long and delves into the technical aspects of the rig (including a MoCap set-up) as well an providing a demonstration of it in action, which is quite amazing. William also has further information on his work on his blog.

This work is fascinating as it again indicates the degree of cross-over between the Oculus Rift and Technical Illusion’s castAR system. While the former started as a VR system as is now being looked at for AR uses, castAR, which I’ve covered in a couple of reports, started as an AR system (albeit somewhat more basic than seen with William’s set-up), has more recently had a VR capability added to it by its designers.

The kind of augmented potential seen in this video is closer to where my own interest in systems like Oculus Rift and castAR lies, the entire concept of AR opening-up a whole range of opportunities and capabilities which perhaps exceed those of purely VR systems.

The castAR glasses are being designed to offer both AR and VR capabilities (image coutesy of Technical Illusions)
The castAR glasses are being designed to offer both AR and VR capabilities (image courtesy of Technical Illusions)

castAR is still in the earliest stages of development, and currently uses a reflective surface for project and feedback, but the potential for using a MoCap system (cost allowing!) is pretty clear.

The show also touches on the potential of EEG headsets such as the Emotiv,  all of which gets the imagination boggling as to where this all may lead. In the meantime, given the (understandable) coverage afforded the Rift in the show, it would be nice to see some thought given towards castAR.

Later in the show there is mention of an article in the Guardian newspaper on the potential of VR. There is a small risk here of engaging a new hype cycle where the media and VR is concerned (of which, more in a moment), but I have to say that taken together the Guardian article and William Steptoe’s work given me the excuse to splash Bruce Branit’s World Builder into another review!

Continue reading “The Drax Files Radio Hour: augmented reality, harassment as humour, HTTP”

Loki’s The Lost Virtual World

Lokli Eliot pinged me earlier in January about a video he was putting together called The Lost Virtual World, which is an examination of Second Life, VR, the media’s falling in-and-out of love with both, and something of a historical look at Second Life’s (and Linden’s Lab’s) development. The formal announcement of the video’s realse came via Loki’s blog and episode 3 of The Drax Files Radio Hour.

Carefully complied from a range of videos and interviews, Loki’s piece, at 37 minutes in length is a goldmine of information, skillfully crafted to present a very clear message, encompassed, to a degree, in the opening titles.

From Alice in Wonderland, by way of the 2014 Consumer Electronics Show in Las Vegas,  the video flows gracefully into interviews featuring noted faces behind the development of SL, and touching upon some of the highs and low of the platform, the controversies which have courted it (witness Philip Rosedale’s public declaration on the subject of land “ownership” in Second Life – wonder if the company still rues the day he uttered those words?). At the same time it casts a wider net over the past, present and future of VR as whole and offers succinct précis of the media’s love affair with both.

The beauty of this piece is that while there is a carefully structured narrative throughout, it is also presented largely free from any bias an audio track might otherwise supply; even the on-screen text restricts itself to factual comments, rather than attempting to steer the viewer’s thoughts. This allows each clip to speak for itself while also building on the central theme. This in turn deepens aspects of the video’s impact, particularly in the clips featuring events and faces from SL’s past. Recalling those events from SL’s history and seeing faces now long departed from this virtual realm evokes very personal memories, which further help the video resonate more personally than might otherwise be the case.

And because of this, I’m going to stop here and not analyse things further, as I don’t want my own thoughts intruding into yours as you watch the film. Instead I’ll say only this: get yourself a drink, settle comfortably in your chair, and enjoy.

(And a very nice use of elements of the TRON soundtracks as well!)

Rod Humble departs the Lab

Update January 26th: My own look back at Rod Humble’s time at Linden Lab.

Update January 25th: Gamesbeat has caught-up with the news.

Update: Games industry has covered the news as well.

Update: The message on Rod Humble’s Facebook page confirming his departure from the Lab reads: “Its been a great 3 years! All my thanks to my colleagues at Linden Lab and our wonderful customers I wish you the very best for the future and continued success! I am starting-up a company to make Art, Entertainment and unusual things! More on that in a few weeks!”

Jo Yardley has posted that Rod Humble has apparently left Linden Lab. In a blog post she states:

In a personal message to me via facebook send a few minutes ago, Rod Humble told me that he has left Linden Lab as CEO last week.

After 3 years of running Linden Lab and bringing a lot of improvements to Second Life he resigned and is going to start up his own company that will make art, entertainment and all sorts of wonderful stuff.

It is not yet clear who will replace him but I wish him lots of success with his new project.

This news comes as a bit of a surprise and shock and there is no official announcement yet.

As noted in Jo’s post, there is no official announcement on the matter, but I have contacted the Lab in an attempt to gain further verification. I’ll provide an update should any reply be forthcoming. Even if confirmation is given, and there is no reason to doubt the veracity of Jo’s post, it is unlikely the circumstances behind his departure will enter the public domain

Cloud Party team joins Yahoo! Platform to close in February

logo-CP

Update: Botgirl Questi pointed me to this coverage of the Yahoo! buy-out of Cloud Party, which includes a statement from Yahoo! on the acquisition.

It’s been the darling for some, and has come a long way in a short period of time. However, it now appears is if things are to draw to a close at Cloud Party, as spotted by Phadrus on the SLU forums.

After a year which has seen some rapid development, particularly in the latter half of 2013, with features and options being added nigh-on weekly – such as Oculus Rift support, and e-mail updates hitting users’ in boxes as a matter of routine, the company has today announced a major change of direction via a new blog post from Cloud Party’s CEO, Sam Thompson.

The blog post reads in full:

We’re excited to announce that the time has come for the Cloud Party team to start our next adventure. We are joining Yahoo! The last two years have been an incredible experience for everyone here. We’ve been continually amazed by your creativity and the worlds you’ve built and shared with us.

Cloud Party will continue to run until February 21, 2014. We want to support our community during this transition. In the interest of preserving your extraordinary Cloud Party creations, we’ve added export tools and written this guide to help you export your content. If you have any questions, please contact us at support@cloudpartyinc.com.

We are privileged to have had so many wonderful users share ideas and creations. We are excited to bring our vision and experience to a team that is as passionate about games as we are. Thank you all for sharing in this journey with us, and we hope you stick around for what’s next!

Claudia222 Jewell is one of a number of well-known virtual world artists who has been involved with Cloud Party
Claudia222 Jewell is one of a number of well-known virtual world artists who has been involved with Cloud Party

While “closing” isn’t specifically mentioned in the post, an end-date for the service is clearly given – February 21st. This tends to indicate that this is more than a matter of Cloud Party simply transitioning to a new owner following acquisition, and that the platform is indeed going away. This begs the question as to what Sam and his team will be doing at Yahoo!, and will the experiences they’ve gained through running Cloud Party be part of whatever plans their new employers have?

Given that this is Yahoo!, who haven’t exactly covered themselves in glory with either the acquisition of Flickr or the overhaul of their own Yahoo! Groups, will anyone from the “old” Cloud Party be sufficiently motivated to sign-up to whatever does follow?

While it perhaps never attracted the volume of users it might, Cloud Party offered some intriguing concepts, many of which did attract a fair few content creators from the likes of Second Life, particularly given the ease with which mesh creations could be designed and imported into the platform.

So far, there has been no visible response to the announcement on the Cloud Party forums, although the word is spreading.

SL projects updates week 4 (2): server, viewer, webkit

Maestro Linden's disco-themed Server Beta meeting venue (stock)
Maestro Linden’s disco-themed Server Beta meeting venue (stock)

Server Deployments Week 4 Recap

As always, please refer to the deployment thread in the forums for the very latest news.

Server Deployments in Week 5

Details on the deployments for week 5 (commencing Monday January 27th) have yet to be finalised. However, it appears there will be a new server maintenance projects targeted at the RC channel, which Maestro Linden outlined during the Server Beta meeting on Thursday January 23rd:

We’ll have another small maintenance project going out next week which includes another crash fix and a fix to llModifyLand(), [where] the bug is that calling it in a child prim modifies the wrong land.

For example, if a child prim is offset by <8,4,0> from the root prim, then calling that function in the child prim will try to modify the terrain at <8,4,0>  of the region,  which may or may not work depending on who owns the parcel.

The fix is to make it modify the land underneath the child prim (which of course follows the same permissions rules – you can only modify land owned by the script owner.

Unless another project pops-up in the interim, it is likely this update will be deployed to all three RC channels in week 5.

SL Viewer Updates

A new Maintenance RC viewer appeared in the release channel on Thursday January 23rd. Version 3.6.14.285499 includes some 43 MAINT related fixes and updates, as listed in the release notes.

All other viewer RC, project and the release viewer remain unchanged, per my notes in part one of this week’s report.

HTTP Work – Monty Linden

Monty attended the Server Beta meeting to provide some more information on the HTTP project work.

“Basically, my hope is to move http operations to a domain where ping time has far less impact on experience as well as just doing HTTP better,” he said of the current work, the benefits of which are currently in an RC viewer – version 3.6.14.285253. “And that is happening.” (See Monty’s blog post on the subject.)

HTTP Pipelining

This work was slightly sidetracked as Monty got involved in issues around third-party libraries (see below). However, pipelining is seen as the first major step that will give the Lab some ping time independence, and it is likely that it will involve some server-side work.

“The server work will be small, a change in fairness policies,” Monty stated by way of a broad explanation, “and throttle implementation but that isn’t set in stone yet.”

Third-party Library Work

The work on the third-party libraries has been covered in a number of recent HTTP project updates. These are the used in building the SL viewer, including zlib, libpng, openssl, ares, libcurl, boost and SDL, all of which Monty has been rebuilding, as well as “tweaking” colladadom, openjpeg, Google-mock and llqtwebkit.

The aim is to ensure that these libraries are up-to-date, and are probably managed and maintained and correctly used throughout the viewer build process.  This work should help, longer-term with any move by the Lab to 64-bit viewer builds, and should be of benefit to those TPVs already building 64-bit variants of their viewers.

Webkit Woes

Webkit is a third-party library used within the viewer for a number of tasks. For example,  it powers the built-in web browser, and is used to display profiles (unless you’re using a viewer supporting legacy profiles). It is also used with like Media on a Prim (MOAP) and many in-world televisions.

There have been an increasing number of issues with Webkit. The libraries used within SL are out-of-date, for example, something which has caused the Lab and TPVs a considerable amount of pain.

More recently,  users have been encountering issues when trying to view YouTube videos via the built-in browser or MOAP, reporting that they are seeing an error message informing them that  “You’re using Safari browser on Windows that we’ll soon stop supporting” (BUG-4763 and FIRE-12642), or reporting they have sound but no video (FIRE-11057). An Adobe engineer has commented on the latter Firestorm JIRA, explaining the problem, and has indicated he has contacted Linden Lab as well.

It’s unclear as to how this matter will be handled going forward. While Monty has prodded at Webkit as a part of his additional work on third-party libraries, and overall fix may not be that straightforward. As such, it appears the way forward in dealing with the video issues is currently unclear.