Platforms
Virtual Worlds software platforms are typically comprised of software installed on the end-user’s computer (client) and software running on an Internet server which manages communications, objects, spaces, avatars, and community elements. Client software is either a stand-alone program or a web browser plug-in and can be downloaded from a web site or installed directly from a CD-ROM / DVD-ROM. Platforms may also support third-party programs to enable certain features or extensions such as audio / video playback.
Open Source
- The Croquet Consortium
- Cobalt (Multiuser system build on Croquet Platform)
- Cobalt EduSim (Multiuser system build on Croquet Platform targeted at educational developers)
- Digital Spaces - Real-time 3D multimedia presentation and simulation engine.
- Metaverse Project
- OpenSimulator - Virtual Worlds Server to create and publish 3D Virtual Environments. Allows connections from Second Life clients.
- realXtend - Virtual Worlds Server and viewer based on the OpenSimulator platform. Offers several features including ability to use standard 3D mesh models, VOIP, desktop sharing, shared applications, avatar enhancements and portability across platforms, and compatibility with Second Life grid.
- Project Darkstar - Scalable communications framework for buildilng MMOGs and virtual worlds from Sun Microsystems.
- Project Wonderland - Toolkit for Building 3D Virtual Worlds
Proprietary
- Active Worlds
- Kaneva
- Multiverse
- Playstation 3 Home (beta)
- Second Life Second Life was released in 2003 and has steadily grown in popularity and platform capabilities.
- There
- VastPark
R&D
- IBM Big Blue has been involved in virtual worlds for many years for product marketing, training, and r&d. This site covers IBM’s current investigations in to virtual worlds technologies and alliances with other technology developers, includling Linden Labs.
Legacy - Platforms, portals, and other resources documenting the history of virtual worlds from the 1980s - early 2000s.


