| VPTN-3 has been submitted to the emerging IETF working group MMOX for consideration as MMOX data protocol:
http://tools.ietf.org/html/draft-wolf-vp-identity-00
The protocol is proposed as input to the MMOX BoF and WG which is
currently being chartered. It shows, that the main point of
interoperability, namely the instantiation of avatars can be achieved
with a very simple yet powerful protocol. It shall serve as a working
showcase of light weight interoperation and as a reference point for
the discussion.
The protocol is Web/HTTP based, actually the transport is HTTP, the
container format is XML and avatar data can use any MIME type. The
architecture is inherently distributed by using basically XML to
organize asset URLs.
The protocol has been used for 2 years with 3 Mio. users
and 25.000 concurrent clients. The primary purpose of the protocol is
to enable "simulators" to instantiate ("rez") avatars of users they
meet in a virtual world. The protocol has been designed for
interoperability, specifically to be able to use avatars from closed
virtual worlds on the Web. But it is equally suited to bridge from
one world to another. Actually, the Web is regarded as just one
virtual world with many regions, which are commonly called Web sites.
The protocol also offers a solution for the "foreign updates"
problem, where the avatar changes in one world and the change should
be displayed instantly in another world. Say your WoW avatar walks in
SL and an effect times out. That should be visible in SL with minimum
delay but also without maintaining long lists of subscriptions. The
protocol has a lean way to communicate changes.
The protocol addresses the "the low hanging fruit" of simulator
interoperability. But it is easily extensible, e.g. to virtual goods
("dragon heads"). It supports variants of avatar models if multiple
formats are required. It provides trust using XML Signature (not
specified here, but in use). OAuth is the canonical choice
for access authentication and selective disclosure of identity data.
I hope that the task of the MMOX WG will be restricted
to interoperability between simulators and asset services, and that
it will not include the communication between display and simulator.
There are so many different models how worlds structure their
communication between display and simulator. In some systems the world
simulation runs in the client. In many 3D worlds the simulator is
regarded as a "server" which forwards scene changes to the display.
Games like WoW do much more simulation in the client than Second
Life. In the near future there will be simulation including rendering
in the cloud with only thin displays. For this reason the MMOX WG
should only work on simulator interoperability and keep the display-
simulator communication out of the scope.
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