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Drupal and Second Life

Aldon Hynes wrote of Drupal and Second Life, and I felt the need to add a few things to his post.

The first thing that I wanted to add was that Second Life itself could be seen as a content management system, since it does allow content to be organized in many different ways within a 3 dimensional environment. I would not say that, as a content management system, it is more efficient than two dimensional systems such as Drupal or Joomla - far from it. But, as Aldon alludes to, Second Life itself can leverage existing content management system technologies which it inherits with the internet. In English: Connecting a content management system to Second Life can allow for many benefits.

One of the things which could be easily done, as an example, would be the creation of a bank. I touched on banking software for Second Life here, and while it looks simple enough it does come with its own problems. Other uses include extending groups from within Second Life, allowing better communication while also archiving it better (Group notices die after about 30 days). Group limitations within Second Life could easily be bypassed with the web - in fact, there are occasions where this already has happened.

But there is still no silver bullet for many systems. There is no magic way to connect Second Life and the web which adds value - the value has to build from the synergy of the existing technologies.

So when I look at Aldon's start of a Drupal framework for interoperating with Second Life objects, I see lots of potential - and I'll be participating as my time permits.

Actually, I've been doing similar stuff - and will be cooperating with Aldon. After all, Your2ndPlace.com is a Drupal site.

In the past year, I worked

In the past year, I worked on a few projects that needed a web backend.

I ended up coding a Second Life framework for Symfony (a PHP5 web framework similar to Ruby on Rails) that handle common tasks like Avatar management (uuid-to-avatar db, password mgmt, password-less authentication from SL) or object management (key+shared-secret-based authentication, a queued command protocol to avoid the 2kb limitations of llHTTPRequest).

Some of these projects are commercial, but the base framework is my own and I may eventually open source it (it's by no means complete or documented enough yet).

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