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OpenSimulator

OpenSimulator is an open-source, multi-platform, multi-user that enables the creation of customizable environments, or "worlds," which can be populated with dynamic, using free 3D tools. It serves as a flexible for hosting worlds, supporting both standalone simulations and large-scale grids with thousands of interconnected regions, and is particularly valued for its use in , research, and prototyping new 3D applications. Developed under the BSD license and written primarily in C#, OpenSimulator is compatible with a subset of viewers and other clients, allowing users to interact with these environments through standard protocols. The project was founded on January 29, 2007, by Darren Guard (known as MW), with the initial goal of creating a proof-of-concept compatible with the client to provide an open alternative for development. Early contributions from developers such as Stefan Andersson (lbsa71), Adam Frisby (AdamZaius), Sean Dague (sdague), and Justin Casey (Justincc) helped evolve it from a basic emulator into a general-purpose platform supporting multiple protocols and clients. By March 2008, the associated OSGrid network had grown to support 1,800 users and 200 simulator regions, marking significant early adoption. Key features of OpenSimulator include real-time physics simulation, in-world scripting via LSL (Linden Scripting Language) and OSSL (OpenSimulator Scripting Language), and the Hypergrid system, which allows seamless travel between different OpenSimulator installations to form a distributed . It runs on Windows, systems, and .NET/Mono environments, with modular architecture enabling customization through scene plugins and extensions for advanced functionalities like voice chat and terrain editing. As of November 2024, the latest stable release is version 0.9.3.0, which requires .NET 8 for optimal performance, though earlier versions remain available for legacy setups. OpenSimulator's community-driven development fosters ongoing innovation, with resources like IRC channels, mailing lists, and a bug tracker facilitating contributions from users worldwide. Its emphasis on and openness has made it a foundational tool for exploring concepts, virtual collaboration, and immersive simulations without proprietary constraints.

History

Founding and Early Development

OpenSimulator was founded on January 29, 2007, by Darren Guard, known online as MW, who sought to develop an open-source server platform for 3D virtual environments as an alternative to proprietary systems like Second Life's server software. This initiative was spurred by the growing interest in open-source virtual worlds following the release of an open-source version of the Second Life client, aiming to enable decentralized and customizable 3D spaces without reliance on closed ecosystems. Early development began with initial code commits in February 2007, led by a small core team including founder MW, Stefan Andersson (lbsa71), , and Frisby (AdamZaius), who focused on building a proof-of-concept compatible with the Second Life client. By April 2007, entered the picture when Sean Dague began evaluating OpenSimulator for potential enterprise applications in the 3D internet space; he joined the project formally in May, securing commit access. This involvement culminated in July 2007 with 's commitment to the project, enhancing the platform's accessibility for standalone and grid deployments. Key technical advancements during this period included the Zircon rewrite, which established a robust client stack and API, and the subsequent Sugilite rewrite, introducing layered abstractions such as Scene, Framework, Region, and Grid components to support scalable virtual world operations. In July 2007, launched OSGrid as the first public grid for OpenSimulator, providing a testing ground for multi-user simulations and later maintained by Charles Krinke (ckrinke) starting that same month. The grid experienced rapid adoption, growing from approximately 250 users and 25 simulators by late October 2007 to 600 users and 75 simulators by December 2007, and further to 1,150 users and 150 simulators by January 2008 and 1,800 users and 200 simulators by March 2008, demonstrating early community interest in open virtual worlds.

Major Milestones and Releases

In October 2008, the first version of in-world search was introduced on OSGrid, marking a significant step toward enhanced user navigation and functionality within OpenSimulator environments, and signaling the project's transition to more structured milestones. This feature allowed users to search for content directly in the virtual world, laying groundwork for broader adoption and testing on public grids. A key advancement occurred on December 20, 2008, when the first successful 6-region Hypergrid standalone grid was implemented by Bruce Patton, with assistance from Diva Danzia following November trials; this enabled seamless interoperability between independent OpenSimulator instances, expanding possibilities for distributed virtual worlds. Core development during this period was tracked through Subversion (SVN) revisions, starting from r1 and progressing through early commits like in December 2007 when Justin Casey (justincc) joined as a core committer, with steady advancements continuing into 2009 to refine stability and features. Contributions from the Virtual Universe Community, including core committers like Sean Dague—who introduced support and hosted test regions—and Dirk Huseman, bolstered early scalability and enterprise-oriented enhancements, such as improved database handling for larger grids. These efforts supported more robust testing and deployment in professional settings. Stable releases evolved progressively, culminating in version 0.9.3.0 ("Nessie") on November 8, 2024, which incorporated ongoing stability improvements like .NET 8 compatibility and refined , building on prior versions to enhance reliability for production use. The annual OpenSimulator Community (OSCC), which began in as a platform for developers and users, has since become a cornerstone event; the 2025 edition (OSCC25), scheduled for December 6–7, 2025, emphasized discussions on emerging features, core development, and challenges. Recent advancements from 2016 onward include the integration of dynamic scalability models, such as hybrid grid expansion and contraction mechanisms, which allow OpenSimulator to adapt region resources based on user load, as detailed in extending the for internet-scale environments. These models prioritize efficient resource allocation without compromising performance, drawing from foundational OSGrid growth as a testing bed for such innovations.

Technical Architecture

Core Components and Framework

OpenSimulator is primarily implemented in C#, using the .NET runtime (version 8 required for recent releases) for cross-platform compatibility on Windows, , macOS, and other platforms. This choice enables robust performance in simulations while facilitating development and deployment on diverse environments. The software is released under the BSD license, which permits free modification, distribution, and commercial use without restrictive requirements, fostering a vibrant of contributors and derivatives. The employs a plugin-based centered on principles, where core functionality is extended through modular components without modifying the base codebase. This design utilizes interfaces and connectors to decouple services, allowing developers to implement or swap modules for specific needs, such as custom behaviors or integrations. Key layers include the object, which manages in-region elements like objects and avatars; the or Framework layer, responsible for instantiating and simulating individual regions; and the layer, which orchestrates communication and coordination across multiple interconnected regions to form larger virtual worlds. Default implementations for essential services are replaceable to support flexibility, including the BulletS physics module based on the Bullet Physics Engine for high-performance collision detection and dynamics simulation. Asset storage and retrieval are handled through modular services that integrate with various backends, while database support defaults to for lightweight standalone setups or / for scalable grid operations, ensuring persistent data management for user inventories, regions, and assets. This modular service approach aligns with OpenSimulator's compatibility with the Second Life protocol, enabling seamless viewer integration. OpenSimulator utilizes specialized file formats for archiving and portability: the .oar (OpenSim Archive) format encapsulates entire regions, including terrain, objects, textures, and scripts, in a gzipped structure for easy and import across instances. Complementing this, the .iar (Inventory Archive) format stores user inventory folders and items, preserving all associated assets like notecards and scripts in a self-contained gzipped , facilitating user data migration between grids or backups.

Supported Platforms and Deployment Modes

OpenSimulator is a cross-platform compatible with Windows, Linux, and macOS operating systems. It uses the .NET runtime (version 8 required for versions 0.9.3.0 and later, released starting November 2024, with the latest stable version 0.9.3.1 as of August 2025) for deployments across diverse hardware architectures. This multi-platform support allows administrators to choose the most suitable host system based on availability and performance needs. The minimum hardware requirements for running OpenSimulator include at least 1 GB of per for moderately loaded simulations, though 2 GB is recommended for regions with high counts, numerous , or active scripts to prevent degradation. A multi-core CPU is essential for handling physics simulations and concurrent tasks, with a general guideline of one core per active plus an additional core for system overhead. Deployments can scale significantly on clustered setups, supporting thousands of interconnected regions in large grids without inherent architectural limits, provided sufficient bandwidth and are available. OpenSimulator offers three primary deployment modes to accommodate varying scales and use cases: standalone mode for single-user or small simulations, where all services run in one process via OpenSim.exe; grid mode for multi-region worlds, utilizing a central Robust.exe server to manage shared services across multiple region instances; and hypergrid-enabled configurations, which extend both standalone and grid modes to facilitate interoperability across distributed virtual worlds. Configuration is primarily handled through INI files such as OpenSim.ini for region settings and Robust.ini for grid services, supplemented by XML files like Regions.ini for defining region layouts and database connections. Runtime management is achieved via in-console server commands, allowing dynamic adjustments such as user creation, region restarts, or statistics monitoring without restarting the server. For data persistence, OpenSimulator supports multiple database backends tailored to deployment complexity: for lightweight, standalone setups due to its file-based simplicity and no external server requirement; and or for production grids, offering robust , concurrent access, and reliability in multi-user environments. Database selection is specified in the configuration files via connection strings, with serving as the default for initial testing and the others recommended for any setup expecting persistent, high-traffic operations.

Features

Virtual World Capabilities

OpenSimulator enables the creation and management of immersive virtual environments through a modular region-based architecture. Standard regions are fixed at 256 meters by 256 meters, providing a foundational unit for world-building that aligns with the Second Life for compatibility. The Varregion module extends this capability, allowing administrators to configure larger variable-sized regions, such as 512x512 meters or greater, to support expansive, seamless mega-regions without the deprecated multi-region stitching of earlier versions. This flexibility accommodates diverse scales, from intimate parcels to vast landscapes, while maintaining performance through server-side optimizations. Real-time physics simulation is a core component, powered by selectable engines that model interactions like collisions, gravity, and motion. The BulletSim module integrates the Bullet Physics library for high-fidelity simulations, including support for complex vehicle dynamics and deformable objects, while ubODE offers an improved iteration of the () with enhanced stability for large-scale scenes. These engines process physical properties in , enabling realistic environmental responses such as wind effects on foliage or water currents influencing buoyancy. Basicphysics and serve as lighter alternatives for less demanding setups. Multi-user interactions are facilitated within each , supporting up to 100 concurrent avatars for collaborative experiences. Users can manipulate objects in-world by creating, linking, and editing (prims)—basic geometric building blocks—directly through compatible viewers. Terrain editing tools allow real-time sculpting, texturing, and elevation adjustments to shape landscapes, complemented by environmental effects like dynamic skies, day-night cycles, and particle systems for or atmospheric phenomena. Non-player characters (NPCs), implemented as bots via OSSL functions such as osNpcCreate and osNpcSay, integrate as automated agents capable of , , and scripted actions to enhance and without requiring live users. Content creation and sharing are bolstered by multi-protocol support for importing and exporting assets. Prims can be built natively or exported to standard formats like for external editing, while meshes are imported via (.dae) files from tools like , enabling detailed models with 4 levels of detail (high, medium, low, and lowest) for optimized rendering, including support for (PBR) materials since version 0.9.3.0. Textures in , , or formats apply visual details to objects and , with built-in upload mechanisms ensuring compatibility across viewers. These features allow seamless integration of professional-grade assets into the simulation.

Scripting and Extensibility

OpenSimulator supports in-world scripting primarily through a with the Linden Scripting Language (LSL), which allows users to program behaviors for objects, avatars, and environments within virtual worlds. This implementation covers a substantial subset of LSL's functionality from , enabling developers to create interactive elements such as animations, interactions, and dynamic content. Additionally, OpenSimulator extends LSL with the OpenSimulator Scripting Language (OSSL), introducing functions prefixed with "os" that provide enhanced capabilities, such as advanced region manipulation and external integrations not available in the original LSL. These OSSL extensions are configurable via the OpenSim.ini file to control permissions and prevent potential security risks. Scripting in OpenSimulator is event-driven, where scripts respond to triggers like interactions (e.g., touch events via the touch_start handler), timed intervals (using llSetTimerEvent), or external communications (such as HTTP requests with llHTTPRequest). Events are processed sequentially within a state machine framework, with up to 300 events queued per script to manage performance, configurable through the MaxScriptEventQueue parameter in the server's configuration. This model supports asynchronous operations, allowing scripts to handle complex interactions without blocking the simulation, and is powered by the YEngine since version 0.9.3.0 for improved efficiency in long-running tasks. Extensibility beyond core scripting is achieved through plugin modules, which allow administrators and developers to add custom services and features by implementing interfaces like IRegionModule or using via Mono.Addins. These modules can extend the server with capabilities such as custom networking protocols, data services, or specialized simulations; for instance, voice chat integration has been advanced through efforts like EchoVoice, a self-hosted alternative to that leverages open-source VoIP solutions. Plugins are loaded at based on files like OpenSim.ini or Robust.ini, enabling modular enhancements without recompiling the core server. The contributes to scripting and extensibility through a structured process for feature proposals and patches. Proposals begin with a detailed technical description posted to the opensim-dev , followed by creation of a wiki page under the Feature_Proposals if interest is shown, using a standardized to outline implementation and benefits. Patches for changes or extensions are submitted via the , generated using commands like git format-patch to ensure one logical change per submission, and must adhere to coding standards and pass automated tests before review. This process fosters collaborative development, with feedback typically provided within one to two weeks.

Interoperability

Viewer Compatibility

OpenSimulator primarily integrates with viewers originally developed for , such as and , through support for a modified version of the protocol. These viewers, which are open-source forks of Linden Lab's official client, allow users to connect to OpenSimulator-based grids by entering the grid's URI, such as "login.osgrid.org" for the OSGrid test environment. This compatibility enables basic functionality like avatar movement, object interaction, and terrain rendering, but advanced features may not be fully supported without viewer-side modifications. As of September 2025, the official OpenSimulator documentation lists over 30 compatible viewers, including both graphical clients and alternative interfaces like text-based or mobile options. Prominent examples include (supporting , macOS, and Windows with features like ), Dayturn (optimized for Windows and macOS), Cool VL Viewer (cross-platform with experimental beta support), and Radegast (a lightweight .NET-based client for scripting and automation). Other third-party viewers, such as Scenegate and Mobile Grid Client for , provide specialized access for non-desktop environments. Feature parity varies across these viewers; for instance, while core rendering and scripting are widely supported, specialized capabilities like voice chat or inventory management may differ based on the viewer's development focus. OpenSimulator maintains partial compatibility with the Second Life protocol, with core messaging support announced as a foundational goal since the project's inception, though full interoperability has never been guaranteed. In 2018, during the OpenSimulator Community Conference, core developers noted that ongoing alignment with Linden Lab's evolving viewer would not always be prioritized, leading to potential divergences. Specific issues arise with advanced features like Animesh (animated objects) and Bakes on Mesh (server-side texture baking for avatars), which often require updated viewers with experimental patches for proper rendering and functionality. For example, early implementations of Animesh in OpenSimulator releases around 2019 necessitated viewer updates to handle animation blending, while Bakes on Mesh support remains experimental in many clients to avoid compatibility risks on older grids. Due to independent development teams for OpenSimulator and its viewers, with differing timelines and priorities, compatibility is not assured and can break across updates. Users are recommended to test viewers on public grids like OSGrid, the official community , to verify functionality before deployment on private regions. Compatible viewers are essential for features like Hypergrid travel, which relies on handling for seamless cross-grid .

Hypergrid and Cross-Grid Functionality

The Hypergrid is a distributed networking protocol in OpenSimulator that enables seamless connections between independent instances or grids, forming a federated metaverse where users can travel without interruption. It allows region administrators to create hyperlinks on maps or in-world objects pointing to remote locations, using addresses in the format hop://hostname:port/region-name x y, facilitating direct teleportation while preserving the user's appearance, attachments, and access to their home grid's inventory. This protocol, introduced as a proof-of-concept in 2008 by developer Diva Distraction and integrated into the OpenSimulator core by December of that year, marked the first successful demonstration of cross-grid avatar transfer. By 2023, the Hypergrid supported over 400 active grids, enabling a vast, interconnected ecosystem of virtual worlds with shared and user mobility, though participation requires explicit permissions for asset and sharing to prevent unauthorized exports. As of October 2025, there are 257 tracked OpenSim grids, with around 250 active and many hypergrid-enabled. Users can maintain friend lists across connected grids, enhancing social features in this distributed environment. portability is further supported through Open Archive Region () files for entire regions and Inventory Archive () files for personal items, allowing builders to transfer creations between grids with minimal reconfiguration. Security in the Hypergrid is managed through configurable permission systems, primarily in and later, which include services to control access and user-level restrictions on travel to specific grids via whitelists or blacklists. For instance, grid operators can disable foreign logins entirely or limit exports of sensitive assets like scripts, while users at higher permission levels may be allowed broader inter-grid travel. Recent advancements as of have focused on integrating voice communication across grids, with EchoVoice providing a modernized solution for Hypergrid-enabled regions to support multiple voice protocols without disrupting transfers. Hypergrid functionality requires viewers compatible with OpenSimulator's protocol extensions for handling remote asset fetches during travel.

Community and Adoption

Development Community

The development of OpenSimulator is driven by a dedicated group of core developers who maintain and advance the project's codebase. As of 2024, the active core team includes key figures such as (Leal Duarte), who has served as lead developer since 2012 and contributed significantly to releases like 0.9 and 0.9.1; (Melanie Thielker), a prolific contributor involved in features for grids like Avination; (Misterblue), focused on physics simulations such as and performance optimizations; (also known as Andrew Hellershanks or Plugh), who maintains modules including ; and (Diva). The team also acknowledges retired members whose past contributions remain foundational, such as Justin Clark-Casey (justincc), who was president of the core developers until 2015 when he transitioned to bioinformatics research but continues to be recognized for his extensive work on OpenSimulator's architecture. Additionally, a category of "core developers following the white rabbit" highlights contributors who are temporarily less active but still aligned with the project, including figures like Stefan Andersson (lbsa71), Adam Frisby, and others such as Jeff Ames (chi11ken) and (Snoopy2), reflecting the fluid nature of volunteer involvement. Collaboration occurs through multiple channels, including the primary Git repository hosted at opensimulator.org (mirrored on at opensim/opensim and forks like nebadon2025/opensimulator), which supports over 70 contributors and tracks ongoing development via branches like master for in-progress code. Developers communicate via mailing lists such as opensim-dev for technical discussions and opensim-users for broader topics, alongside IRC channels on , including #opensim for general development and #osgrid for grid-specific queries. Weekly Office Hours meetings, held Tuesdays in-world, provide a forum for technical coordination and community input on project priorities. Contributions follow a structured process: developers submit code changes via pull requests to the repository or patches through the system on opensimulator.org, ensuring all changes are reviewed and integrated into the main repository. The OpenSimulator Community (OSCC) serves as a key annual event for developers, fostering collaboration and knowledge sharing; the 2025 edition, scheduled for December 6-7, includes panels on innovations such as game development in OpenSim and advancements like the EchoVoice system for voice integration. OpenSimulator's development originated with contributions from employees in the mid-2000s, who helped establish its open-source foundations, but has since evolved into a fully community-governed project sustained by global volunteers without corporate oversight.

Usage Statistics and Applications

As of October 2025, OpenSimulator supports a total of 973,049 standard-sized regions across all grids, a figure largely driven by large-scale modeling projects such as a user's recreation of the entire North American continent on OSGrid. OSGrid remains the largest public grid, hosting the majority of these regions and serving as a primary hub for and experimentation. The platform encompasses 257 active grids, of which 246 are hypergrid-enabled, facilitating seamless travel and content sharing for applications in education, art, and social interaction. These grids support diverse communities, from collaborative artistic installations to virtual social gatherings, with hypergrid connectivity enabling cross-grid experiences without proprietary barriers. OpenSimulator has seen practical adoption in virtual education, exemplified by the Islands of Enlightenment project, an immersive learning environment created in 2011 for middle school students to explore historical topics like through interactive quests and simulations. In game development, users have leveraged the platform's scripting tools to build narrative-driven experiences, such as retellings of Tales using custom game engines that integrate animated storytelling and interactions. Research applications include a 2025 study using OpenSimulator for a maker program to develop skills in neurodiverse adolescents through collaborative 3D artifact creation. Adoption trends indicate steady growth, with total regions, active users, and registered users all increasing year-over-year through 2025, reflecting sustained interest in OpenSimulator's open-source model for creation. Community conferences, such as the annual OpenSimulator Community Conference, have further bolstered this expansion by showcasing innovative applications.

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