Skip to content
cybunk edited this page Feb 12, 2012 · 17 revisions

virtual world in web browser

users: login server, 2 kind (visitor, user), visitor use default, an user has an asset server registered that handle his inventory (bookmarks), builds, outfit, etc..

world: world map server, handle all simulators placement and size, handle default behaviors in no simulator parts (sea, mountains.. ) parallel worlds, one world server for each one, a world server can be private. default world server: "earth" -> it can be interesting to have an overviwe of a other world in horizon if it's a linked world

chat: irc

voice: ??

assets: http, https, websocket, other? free or protected server with rights system. read only rights sharing with all near users. websocket looks cool for direct interaction

sim: node.js

client: browser/webgl

ubiquity: yes? no? sim settings?

Statistics system: ??

rights: handled by each assets server, owner id, right to duplicate (0/n/infinite/infinite+edit), owner can be user, group, land. object include system du buy more rights. no real copy it's always the original server who handle the asset if not edited (edit create a new object) problem: purge system.. It's can be manage by the server side setting like for a blog ( comment and all )

3d: real 3d, all with a parent node. engine: three.js, objects: json each node can be moved to a new parent node. each node can be modified in position/rotation/scale from his parent node.

editor: web texture painter? web mesh editor?

formats: texture (png,jpeg), mesh (threes.js compatible json), all com (json)

backup: sim backup on 3 other sim server at random (handled by the world servers), each 24h, kept 7 days, if sim doesn't appears in seven days, all lands are returned as object to land owners.

Clone this wiki locally