Showing posts with label cory ondrejka. Show all posts
Showing posts with label cory ondrejka. Show all posts

09 June 2008

My Oh EMI

This is getting interesting. After appointing a top Googler as its "digital president", EMI Music has now nabbed Cory Ondrejka, most recently at Linden Lab, and the main technical brains behind Second Life:

Two weeks ago, I joined EMI Music as SVP of Digital Strategy.

Why EMI? By hiring Douglas Merrill, EMI has demonstrated a commitment to capitalize on all the technology available to make the music experience better for artists and fans. At Linden, the most important changes I drove were blends of technology and licensing, so when Douglas asked me to join him at EMI, I jumped at the chance. Music touches everyone in the world and is uniquely part of our lives -- how could I not take this challenge?

Two people who really get the digital world at the top of EMI Music: surely *something* good must come of that?

29 February 2008

On Being Open

Interesting thoughts from Cory Ondrejka on the virtues of telling people what you're doing when you start a new company, rather than trying to keep everything secret:

It may seem slightly counterintuitive, but once you noodle on it a bit, being open is a tremendously positive and competitive move. It forces your ideas to survive far broader scrutiny, makes it easier to hire, and lets your early employees do what they want to be doing anyway: brag about their cool, new company.

He also makes another crucial point:

It’s similar to considering how to talk about competitors. Sure, having enemies can be motivational and useful when you are getting started, but you and your competitors are collaboratively shaping the landscape for your new companies. Spending time publicly bashing them makes you look like an ass and hurts your ability to work together down the road. It is rare for any sector to be winner-take-all – even eBay has competitors – and multiple, high-quality products in a space can help ensure the overall business grows far quicker than any one company could on its own.

Such "bashing" is much rarer in the open source world, since everyone is effectively working together - the code is open, after all. Your competitor is also your collaborator, since ideas - and even code - can generally flow freely between you.

22 January 2008

An Insider's History of the Metaverse

It was sad news that Cory Ondrejka was parting company with Second Life, but it looks like there's a silver lining:

I think it would be fun to make a semi-regular part of this site different moments from my memories of the first 7 years of Second Life.

Once upon a time,

Around August of 2001, back when Second Life was called Linden World, there was no scripting language in SL. Primitar was about to replace the spaceships and floating eyeballs that were the original avatars and James was doing the first major UI revamp so that we could add to the world without shooting. The entire team had been debating how to add behavior into the system for months, with Philip arguing that we should just use physics. Philip had some really good points, because if we were able to use Havok for all of our behaviors, residents would be able to gauge the complexity of an object by just looking at it -- like mechanical systems in the real world -- and we wouldn't have to divert scarce resources into a project that could take significant time and effort. Mitch was also an advocate of visual complexity representing behavioral complexity, and I think there was something to that idea.

Now read on...

12 December 2007

Really Bad News for a Virtual World

The statement, issued on behalf of Rosedale, read: "I can confirm that Cory Ondrejka, CTO, will be leaving Linden Lab at the end of this year, in order to pursue new professional challenges outside the company. I wanted to take this opportunity to publicly thank Cory for his tremendous contribution to the company and to Second Life, in terms of its original vision and ongoing progress.

Eeek: this is not good. I interviewed Cory earlier this year, and found him both an extremely pleasant chap and very switched-on. Obviously, I don't know the background to this latest news, but it bodes ill to lose your CTO in this way....

21 October 2007

Weekend Reading

Here are two online journals that may be of interest. Both, happily, are open access, so you can root around to your heart's content.

The first is the inaugural issue of the International Journal of the Commons. I have to declare a very tangential interest here in that they asked me to review a submitted paper: obviously my well-intentioned comments were devastating, since it's not included in the present issue...

The other journal is Innovations from MIT Press. This has an interesting mix of articles, including one by Cory Ondrejka on Second Life, and others on the Science Commons and Open-Sourcing Social Solutions.

28 June 2007

In the Middle of the Road...

Two major themes on this blog are free software and virtual worlds. So I'm grateful to Danté Jones for pointing out LA Second Life, which sits neatly at the intersection of the two:

This site is here so that people can see what the Linux Australia members are doing in-world as well as a resource for Linux users interested in Second Life.

As well as those handy resources, the site also flags up news about the Second Life activities of Linux Australia's members, among whom we find Gizzy Electricteeth, whom I had the pleasure of meeting virtually a few months back.

One issue that the site has just raised concerns SL's new voice feature:

Is being mute better than a voice without freedom?

Linux users of Second Life seeing voice currently being supported in all but their Viewer, are posed with that question.

Reading through a job logged in March in the SL JIRA issue tracker titled 'Support Voice on Linux', two things become clear;

1) Linden Lab have licensed Vivox to provide propriety code for Voice.
2) If they ever do support the Linux viewer it will be with a closed 'binary blob'.

Judging by their past actions, I'd say that Linden Lab would love to get this code fully open and cross-platform, but are taking a pragmatic route towards that. Here's what Linden's CTO Cory Ondrejka told me six months ago:

Certainly, there is the question of proprietary code. We may be able to do exactly what we did on the client side, where we are distributing binaries. In six months, when this [move to open up the client] is successful, it may make for very interesting conversations with folks. We can say: Hey, look, you are the leader in this sector, you should open source, here's why we did it and it worked. And I think the fact that there aren't any proof-points of that is maybe part of what scares companies from doing that. I think we're going to be a very interesting test case.

As well as encouraging other software houses to open up, I get the impression that Linden would also be interested in dropping in open source replacements for proprietary code. Time for Linux Australia to get hacking, perhaps.

21 May 2007

Second Life Open Sources the Sky (and Clouds)

Linden Lab continues to do good in acquiring and open-sourcing cool technology:

Linden Lab, creator of 3D virtual world Second Life, today announced the acquisition of graphics technology from Windward Mark Interactive. Linden Lab will acquire WindLight, an advanced atmospheric rendering technology; Nimble, a realistic 3D cloud simulator; and associated intellectual property and interests.

...

Following the acquisition of this technology, Linden Lab will integrate Windward Mark’s WindLight into the Second Life Viewer and will open source the code under a General Public License agreement. The Viewer (available here: http://secondlife.com/community/downloads.php) featuring WindLight will be immediately available for PCs, with a Mac version to follow.

“This is a great example of the benefits of an open-source model,” said Cory Ondrejka, CTO of Linden Lab. “Our core development team is tightly focused on improving the Second Life experience in terms of stability and scalability, but open sourcing has enabled external developers to integrate additional enhancements that are also hugely valuable; WindLight is one of these. We’re excited to bring this technology to Second Life and pleased to have such a talented team of developers join Linden Lab.”

06 March 2007

Second Life's Second Innards

Talking of guts, here's a piece about Second Life's intestines. I've written about this in various places, but there are more details here:

Second Life runs on 2,000 Intel and AMD servers in two co-location facilities in San Francisco and Dallas. The company has a commitment to open source, with servers running Debian Linux and the MySQL database. Linden Lab chose Debian Linux because the software is suited to scaling massively with a small IT staff, said Linden Lab CTO Cory Ondrejka. MySQL allows the server farms to scale horizontally, by adding large numbers of low-power servers as needed, rather than vertically, which would have required Second Life to run on a few, powerful systems, Miller said.

19 February 2007

Everyone Loves Second Life

Well, not quite, but that's the impression you get reading the comments on this post, an unprecedented outpouring of gratitude. It's not hard to see why:

Since September concurrency rates have tripled, to a peak last week of over 34,000. While we love that so many people are enjoying Second Life, there have been some challenging moments in keeping up with the growth, resulting in the now somewhat infamous message “heavy load on the database”. When this happens it usually means that the demand for transmission of data between servers is outstripping the ability of the network to support it.

When the Grid is under stress, resulting in content loss and a generally poor experience, we would like to have an option less disruptive than bringing the whole Grid down. So we’ve developed a contingency plan to manage log-ins to the Grid when, in our judgment, the risk of content loss begins to outweigh the value of higher concurrency. Looking at the concurrency levels, it’s clear heaviest use is on the weekends.

When you open your log-in screen and see in the upper right hand corner Grid Status: Restricted, you’ll know that only those Second Life Residents who have transacted with Linden Lab either by being a premium account holder, owning land, or purchasing currency on the LindeX, will be able to log-in. Residents who are in Second Life when this occurs will only be affected if they log-out and want to return before the grid returns to normal status.

This is precisely what many SL residents have been calling for - some preferential treatment for those that pay.

Of course, it's in part an admission that SL isn't scaling too well, but equally I doubt if anybody ever expected the kind of growth that has been seen in the last few months. Unlike some, I don't see this as the end of the SL dream; the open sourcing of the viewer, and the confirmation that the server code would also be released were signs that Linden Lab knows that drastic measures are required to move into the next phase. Philip Rosedale and Cory Ondrejka, the two main brains behind the world and its code, are clever chaps, and I don't think they underestimate the magnitude of the task facing them. It will be interesting to see how these occasional lock-outs affect the influx of newbies and the general perception of SL.

01 February 2007

Second Life in a Box: OpenSim

The recent opening up of the Second Life Viewer code was big news, but the thing that everyone is waiting for is for the server-side stuff. Well, that may be a while off - see my interview with Cory Ondrejka for some more background on this. Meanwhile, though, the libsecondlife group has taken under its wing the OpenSim project, which as the home page puts it laconically:

OpenSim is a project to develop an Open Source Simulator.

This is great news, because it means that people can start developing other Second Life-like virtual worlds, completely independently of Linden Lab. It will also mean that people can start to explore some of the thorny issues of multiple, compatible virtual worlds now.

25 January 2007

Interview with Second Life's Cory Ondrejka

I have an interview with Linden Lab's CTO, Cory Ondrejka, over at LWN.net - now out of paywall purdah. What impressed me about Cory - as with his boss, Philip Rosedale - was the tredendous passion he radiated for both virtual worlds and open source. This is a powerful combination, and will lead to great things, I believe.

21 December 2006

Open Sourcing Second Life

Here's a subject close to my heart: opening up Second Life. And this is what the alpha geek behind it, Cory Ondrejka, had to say on the subject yesterday:


As we’ve talked about, the long term goals for Second Life are to make it a more open platform. Part of that process is learning how projects like libSL can be beneficial to all of Second Life. We should be thrilled that we’ve built an interesting enough set of technologies and communities that people want to tinker and explore. In the long run, this is why we’ve talked about wanting to be able to Open Source eventually. My hope is that in 2007 we’ll be able to get there.

Also of note:

HTML and Firefox . . . ah my two favorite topics of all time. We have an external contractor who has tons of experience working on it right now. Basically we’ve been trying to make sure that we can get Flash working correctly because so many of the interesting parts of the Web are moving to Flash-based players/plugins/etc. Getting the control inputs and updates to work correctly is a bear but they do seem to be making progress, which is very exciting. The order of operations will be to roll a full internal browser first, then supplement the parcel media types with URLs, and then move to full HTML on a prim. Note that HTML on a prim has several pieces, from being able to interpret straight HTML in order to build text, do layout, etc, all the way to having a face of a prim point at a web page. In terms of timeline, the next major Firefox roll out will be in Q1 – ie, more functionality in the existing pages that use it plus a floater that is a browser – followed by the parcel URL in Q2. HTML on a prim will be part of a larger rearchitecture of textures – we need to go to materials per face rather than texture per face – which several of the devs are itching to work on, but will realistically not start until Q2.

Firefox in Second Life: perfect.