second-life game sourced
Second Life
A persistent 3D virtual world in which residents build objects from prims and meshes, script them in the Linden Scripting Language, own land in server-simulated regions, and trade goods and land for Linden Dollars exchangeable for real currency.
core loop
customize an avatar -> buy or rent land in a region -> build objects from prims and mesh -> script behavior in LSL -> sell creations, land, or services for Linden Dollars -> exchange Linden Dollars on the LindeX
design notes
Linden Lab describes Second Life as a platform rather than a game: it has no set objective, and almost all content is built and scripted by residents, who keep copyright to it. It is a boundary case included for its user-content pipeline, server-side object scripting, and a virtual currency with a real-money exchange that produced real income for some residents. Each region is simulated on its own CPU core with Havok physics, which caps how many avatars and objects a place can hold.
relations
9 stored edgesPersistent shared world
The world is a grid of 256 by 256 meter regions, each simulated on a dedicated CPU core with Havok physics and capped at 40 avatars on the mainland or 100 on private islands.
Player-driven markets
Residents trade land, goods, and services for Linden Dollars, which are bought and sold for real currency on the LindeX exchange; the Marketplace has listed about 2.1 million items.
Player programming
Objects run Linden Scripting Language scripts on Linden Lab's servers, which is how built objects become interactive.
Content sharing
Creators keep copyright to their content and sell it to other residents.
Modular assembly
Objects are built from linked primitives, up to 256 per linked set, or from imported mesh.