# Hyperfy Developer Huddle Call 2025-01-28 :computer: :hammer_and_pick:
> Model Used: Maximus + o3 + b0gAi
> Prompt: Categorize items into discussion topics, Q&A, Next Steps, and clip summaries
> Link to Source: [YouTube](https://www.youtube.com/watch?v=X9_7nHmOe_w)
> Summary: Discussion covered UI improvements, networking improvements for hyperBALL game project, deep dive into dev showcase. Key takeaways included call to action for simple script patterns, hosted ElizaOS agents, and core improvements to UI and builder quality of life updates.
## Developer Topics:
#### **User Interface (UI) elements**
* Alignment on the core team's approach for UI - purposefully keeping UI minimal for now
* During v1 there were several iterations of re-work so staying cautious with core UI in v2
* There is a heavy preference by the community to minimizing buttons/menus on the screen.
* Metamike, Howie, peezy, and devilsadvocate are working on a few UI enhancements, keep an eye out for their work
* Community is leaning towards adopting some Blender-style paraity and hotkeys to support a more seamless Blender --> Hyperfy experience for builders
* Note: There are several features that are in the world to be accessible through a UI
#### **Agent & AI Integration**
* Hosting ElizaOS Agents: Working with partners to provide hosted ElizaOS agents for easier integration with Hyperfy worlds, eliminating the need for local hosting.
* Agent-Model Interaction: Exploring how agents can interact with model metadata to generate hyperscript/physics, allowing objects to have more dynamic, "living" properties.
#### **Rendering & Asset Management**
* Preloading Assets: Implementing pre-loading of assets to ensure platforms and environments load before spawning.
* Sky Configuration Updates: Recent updates required breaking changes to the sky system for better customization.
* Lighting Enhancements: Ongoing general improvements in how lighting is handled for better realism and control.
#### **Terrain & Environmental Design**
* Terrain Options: Discussing different versions of terrain tools, with uncertainty on whether to integrate them into the core engine or keep them as an optional app (#HyperSpace).
#### **Camera & View Controls**
* Camera as an Object: In Three.js, the camera is an empty object, meaning it can be set up in Blender and moved into Hyperfy as a simple reference point.
* Camera Modes: Ash brainstormed potential new camera perspectives and Howie advocated for keeping things simple with two core modes:
1. Player-Game Mode (for active engagement)
2. Builder-Fly Mode (for creation and editing)
## Developer Showcases:
* **B0gie** - various experiements in the lab and prototyping pinball game
* Successfully set up the agent code locally with some challenges
* Added a skybox switcher and fixed some glitches with code.
* Experimenting with game mechanics like pinball triggers.
* Discussed the ease of running Eliza locally and potential hosting solutions.

* **Howie** - mad hatter hacker creating magic before our eyes :)
* Showing the Hyperfy blender plugin (meshes/polys/exports)
* Copy/paste functionality BETWEEN BROWSERS :exploding_head: (CTRL+C + CTRL + V)
* Equp/clone VRM quick script to quickly equip/select avatars
* Hyperfone is a UI engine for Hyperfy. The vision is to provider users with an experience most people are familiar with. It can connect with wallet and display personalized information. Other features: Matrix chat, Voice calling from within Hyperphone, User backpacks, World inspector, App Store, in-world iframe browser :exploding_head:, screen sharing in the phone, local terminal, file manager
* Eagle.cool is also cool to drop models easily into world :)
* Hyperfone branch: https://github.com/HowieDuhzit/hyperfy/tree/hyperfone
Hyperfy Blender plugin

Hyperfone

Hyperfone bi-directional Discord chat

#Hyperspace

* **Peezy**
* Peezy started a git branch for auto-complete and suggests pulling together simple patterns
* Q: How will anchor points will work? A: On the player add an anchor, and network where the user will be, clients will pull the state (will be used for driving, mounts, jets, rollercoasters, and can be used for reverse anchors on guns/swords)
* Q: Should we be spawning models from apps or actually design blender, for example ? A: Configuration fields will be used to point to a file such as selecting a VRM, the intent is to a single script (Note: This is how agents will work, considering different approaches such as using a NavMesh from the server)
## Follow-ups and Takeaways:
1. Call-to-Action From peezy: Send simple common patterns to him to incorporate into
2. Howie advocated for getting the simple things like moving/rotate (x,y,z) | freeze | scale (with finetuning) into platform to help non-technical builders run free in Hyperfy
3. Bringing Copy/Paste into core app
4. Building out a way View console logs from the world directly from the UI (details around 37:00)
5. UI updates needed to support listing objects and sort for heavy tris/textures/draws
* IDEA: Emulating Blender hot keys and capabilities to support building in both Blender and hyperfy seamlessly (Howie shared how he approach a ray casted selector). Ex: Using "g" grab and move objects; and keeping the model's starting position to be visible
* Complete the hyperBALL game engine, eventually split up the app into composable elements so others can mod as needed
* Can we get a way to network sync objects basically "GLB to Network Nodes"
* Where possible abstract code out of core and make it an option/something that can be applied to apps... like the VRM copy feature
* CORS hassle requiring proxy to access advanced (proxy can be used to workaround CORS issues)... CORS will make a great villain/reboot enemy ;)
* Eagle.cool is a great tool for builders ($20 but worth it, recommended by Howie)
* Some more brainstorming needed on how to approach terrain and make easy for people to change
* IDEA: Optimize lighting options for better manual control without impacting performance.
* IDEA: Investigate AI-powered coding assistants for automating common scripting tasks.
## Key Questions & Answers
* Q: How can UI development be streamlined across community efforts?
* A: Developers are encouraged to share UI elements in the showcase channel to avoid redundant work.
* Q: Can Hyperball serve as a blueprint for engine development?
* A: Yes, it has already led to physics improvements, asset preloading, and lighting enhancements.
* Q: What’s the current state of Eliza hosting?
* A: A self-hostable stripped-down version exists, and partnerships with external platforms are being considered.
* Q: Will a Blender-like object manipulation system be implemented?
* A: Yes, adding Blender-style hotkeys for object movement, rotation, and scaling is being explored.
* Q: What’s the roadmap for terrain editing tools?
* A: The feature is being considered, but performance concerns must be addressed first.
## Notable Clips and Posts:
* 8:32 Hyperball Physics Update with explanation of new physics and asset preloading improvements.
* 36:00 long term vision for Linux GUI windows
* 22:00 = Copy/paste feature
* 36:00 = clip of Howie explaining long term vision for the UI
* 37:00 = collaboration talking about console logs and he calls out builders :pepelove:
* 39:00 - 41:00 = recommendation for eagle.cool extension
* 52:00 - 57:00 = Discussing using Hyperspace instead of the out-of-the-box green grass and UFO's
* 1:00:0 = Discussing how agents can create models on the fly
* 1:09:0 - 1:12 = Ash describing agents - NavMesh/Points of Interest
* 1:13:0 - 1:14 = Camera game mode vs. Builder mode !!
* 1:14:0 - 1:16:35 = Overview of the developer call and the power of community very <3
* Ai sentiment: The call started with problem-solving and blockers, transitioned into feature demonstrations and brainstorming, and ended on a motivated, forward-looking note with excitement for upcoming improvements.
{%hackmd Syq4xkPwkg %}