In order to start seeing common threads between multiple competing ideas and platforms, a memory palace was made in Anarchy Arcade to mind map all of the relevant parts.
If the internet were a place, what would it look like? How would it work? The Grid navigates projects, infrastructure, and prototypes involved in designing a digital city owned by its users. Within the city there is art, commerce, and culture.
How to design an Internet City inspired by Snow Crash and Burning Man? The term Cyberspace implies a spatial aspect to the internet, imagining the web as a place you can visit. The Grid Part 2 features early prototypes of a digital city.
Each position on the grid is represented by a coodinate eg, (0, 0) or (3,-2). The grid is made up of A-Frame scenes, which are html markup that gets converted into 3d shapes.
When you upload a scene to the grid, SceneVR takes photos of the scene from four elevations; north, south, east and west. This is an orthogonal representation of the scene on a transparent background, which although only an approximation of how the scene looks, it does a pretty good job of showing you what the scene will look like when you get closer to it.
Ownership in the digital age is crucial if we want to figure out how people can earn a living inside virtual worlds. Platforms are the ones absorbing most of the value from users who give up ownership of their content when they use their services.
The Cryptovoxels avatar is cross-platform and an open source project repo coming soon with examples for porting into different platforms such as VRChat and NeosVR.
Equipables
Masks
Idea: Ability to export a .glb of an avatar for better portability.
Neon Nights
Import obj into Tilt Brush, paint overlay then upload to Poly / Sketchfab
Import from Poly / Sketchfab into Unity project
The Man
Mesh fire effect shader by rollthered
Improvements
The Unity client has served the community well since its initial release 1 year ago.
We now have 2 public Crypovoxels worlds on other popular social VR platforms, but there is still so much potential and room for improvement!
With features like better image support and .vox import the results will drastically improve.
The workflow that currently works best involves importing a district at a time then exporting that as an FBX back into the project assets folder.
Issues
Whenever importing a district I currently have to search and delete images because they bloat the project. Duplicates and transparency is not accounted for. Inverted blocks show up only as a black material with no tilemap.
Tasks
Perhaps we can have these as gitcoin bounties or just donate ETH to open source contributors to the project as we've done in the past.
The most useful function the Unity project serves is the ability to import from the latest world cache and export a mesh. There might be better workflows for achieving the same goal.
If we can export a glTF with blocks (including dark mode), tilemap, .vox, polytext, and optionally images or text that would be exceptional. NFTs must be handled with care and can be manually ported.
Bnolan has mentioned server side converting vox to gltf.
Export mesh from Substrata
Nick has some experimental code to export to GLTF.
Export mesh from Threejs
Perhaps part of a community fund can go to bai to render Cryptovoxels parcels with JanusWeb.
Bai implemented an export .glb feature into JanusWeb that is very powerful for taking 3D pictures inside worlds.
Maybe Avaer might also be willing to write a mesh exporter if we donated some ETH. He has extensive experience with voxel platforms from Zeo: https://github.com/avaer/zeo-mc
Threejs Export
Avaer has successfully made a CV loader made with three.js which has a powerful and straightforward method of exporting the most recent .glb models of parcels.
The biggest improvement over the other importers is that this CV loader correctly displays glass, imports voxels, and megavoxels. It is also pulling in all the media like gifs correctly with the ability to display them.
This method has the potential to save us SO much time and can even be automated for creating backup snapshots.
A reasonable method to utilize this tech is to offer parcel owners the ability to purchase a 3D model export of their parcels at a fixed rate and to negotiate with Cryptovoxels on building a private model export of the entire map for experimenting on. This sandbox can be used to rapidly prototype new ideas that can inspire features for the main client and to market Cryptovoxels to people on other platforms.
Timecapsule
Cryptovoxels is a persistent and always changing virtual world on the Ethereum blockchain. It has also been a pioneer of interoperability, having been first to display other NFTs as picture frames, shown the possibilities of exploring Origin City and avatars on other VR platforms. The community has rapidly grown and become the virtual equivalent of Florence Italy during the Renaissance, attracting much of the cryptoart world's artists and collectors.
Idea: What if future historians had a time machine to teleport back to Cryptovoxels during its first years of existence? Would our blockchain based virtual world able to stand the test of time? I believe we have the technology today, it is now a matter of will power to build it.
Sam Williams, the founder of the ARweave project, swung by the Cryptovoxels discord recently and enquired upon whether we'd be interested in an archive of the virtual world. We're talking a full permanent snapshot backup of the world with the media and vox models included (!).
Sam has a personal fascination with decentralised, ownerless cyber space and would love to see one built properly. After explaining how much data such a feat is (500gb+ of textures) he generously offered to pay the cost of tokens ($2500+) to perform the snapshot.
He wrote a script to download the state of all land parcels in CryptoVoxels and deploy them to the Arweave's permaweb. Path to your Arweave keyhole must be changed in the arweave deploy line.