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The successful sionChicken project for SecondLife made in 2008/2009.

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sionChicken Project Overview

created by Richard Bogad (c) 2008

drawing drawing

The Market Gap in SecondLife

In Second Life, users trade goods through a basic permission system that involves copying, transferring, and modifying items. However, it was challenging to create self-replicating objects that couldn't be cloned by users.

Idea

The goal was to develop a method for automatic and secure data/object transfer between an object and its copies, laying the groundwork for the creation of lifelike creatures.

Innovation & Project Strategy

  • Introduced a novel technique for breeding 'curious chickens'.
  • Equipped lifeforms with AI for complex behaviour to enhance user/object interaction.
  • Developed pathfinding algorithms for 3D environment navigation.
  • Implemented 'genetic traits' inheritance to engage collectors and breeders.
  • Mimicked natural ecosystem: Lifeforms require user-provided food and care.

Impact

The project sparked a boom, followed by 26 teams, creating the still-thriving 'Breedables' market.

drawing

sionCorn

An additional product simulating corn cultivation with randomly iterative growth algorithms. The harvested corn feeds the sionChickens.

Recognition

Linden Labs / Second Life nominated sionChicken for the 2010 Linden Prize. Users bred and auctioned unique varieties, positively impacting the SL economy.

Challenges

Limitations of the Second Life scripting language LSL, exclusive owner rights, and the mysterious proliferation of products in SL presented obstacles. These limitations led to the development of sionLife.

sionLife

The continuation project 'sionLife' (not included in this repository ) had the following features:

  • Integrated artificial intelligence and 3D pathfinding for realistic creature behavior.
  • Developed a complex reproductive system echoing natural genetics.
  • The use of dynamic 3D mesh generation algorithms accurate visuals.
  • Incorporated a 3D printing feature through i.Materialize for tangible virtual creations.
  • Stimulated the ecosystem by providing an auction system for lifeforms.
  • Utilized Google App Engine (Java) cloud services for effective scalability.

More about sionLife can be found here.

Project sionChicken Impressions

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Links & References

Play Guide

The play guide for the sionChicken Project can be found here.

License

sionChicken © 2009 by Richard Bogad is licensed under CC BY-NC-SA 4.0. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or CC BY-NC-SA 4.0

Code

The code for the latest version v12 of the sionChicken Project can be found here.

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