![]() ![]() He agreed to join RealNetworks, "to get a great engineering management experience" - something he knew he'd need to run a huge virtual world.įinally, Rosedale explains: "In mid 1999 networking got fast enough, and Nvidia released the big 3D card, the GeForce2, and I said, 'Man, I'm out of here, I've got to start this, it can be done'." The first nine months of work at the new Linden Lab was spent constructing a "haptic rig" - a kind of 3D mouse that let its user interact with a virtual world in an immersive way. His FreeVue program caught the attention of RealNetwork's Rob Glaser, who bought Rosedale's company in 1996. First, he worked on video streaming over the internet. Throughout the 1990s, Rosedale was gaining experience against the day computers would be powerful enough to realise his dream. At the University of California at San Diego, where he studied physics while running his own computer company, he had already begun to think in the late 1980s about creating a world with bits instead of atoms. Philip Rosedale, Second Life's creator, has been fascinated by immersive environments since his childhood. ![]() So will it? To understand why the appearance of CopyBot was inevitable, what can be done about it - and what can't - a little history is necessary. ![]()
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