[DAO:0e38826] Update #2 for project "Protocol Squad - Alternative Explorers (Desktop, Mobile & VR)"

Author: 0x83f9192d59b393c8789b55d446e5d4a77075c820
Update Status: Late
Project Health: :green_circle: On Track

Introduction

Welcome to the second grant update. This team has the primary goal of developing an explorer version using two different technologies:

  • Bevy targeting to Desktop: featuring experimental and developer features to enhance the creator’s possibilities
  • Godot targeting to Mobile and VR: pointing to have a reliable and production-ready explorer.

Highlights

We are still updating the same project tracking here: DAO Explorers ¡ GitHub

Bevy (Desktop)

We merged the first iteration of distant rendering based on semi-spherical imposters and released. The generation is optional and disabled by default, but it could be enabled by command line parameters, this would allow realms owner to serve their imposters.

Release details:

  • Features:
    • imposters for distant scenes: rendering
      • parcel level and mipmaps
      • checks for match vs scene hashes
      • transitions between levels based on distance (from player) and live scenes
      • mip level distances from args (–impost 150,300,600,1200,2400,5000) or command (/impost “150,300,600,1200,2400,5000”)
      • multisample (blurry) or single-sample (blocky) rendering (–impost_multi true / false or /impost_multisample true/false)
    • imposters for distant scenes: creating
      • optional realtime baking mode in-game (–bake [f]ull / [h]alf / [q]uarter-speed / [o]ff (default))
      • cli for offline generation (–bin impost)
  • Bugfixes
    • scenes that don’t communicate with the renderer during updates are permanently marked as broken
    • fix crash on textshape despawn during update
    • fix scenes with very weird shapes not rendered correctly

Work in progress:

  • Features
    • z-index for ui components
    • support cityLoaderContentUrl (e.g make exodus.town working )
    • bridge for scene-based ui (integration with Explorer Scene UI)
      • login process
      • settings
  • Bugfixes
    • clear ui input on submit
    • fix text input key repeats at high frame rates
    • getUserData makes remote request if data is not locally cached

Explorer Scene UI

  • Fixes
    • Dimensions and position of Sidebar
    • Dimensions and position of Scene info
    • Sign-in flow
  • Released
    • Warning pop-up
    • Action pop-up
    • Sign-in Integration with API
  • Work in progress:
    • Chat Panel ← only the UI for now
    • Friends Panel ← only the UI for now
    • Settings integration with API first iteration

Godot: Mobile and VR

We have successfully set up a first iteration for the asset pipeline process with similar technology used in Decentraland Foundation; this enables us to incorporate optimization to the clients to improve performance and loading times.

We’ve tested the first iteration of loading asset optimization, which increases the loading time by 2x and reduces memory consumption slightly.

Blockers

Although we have set a common point around the concern of putting Genesis City in the new comms ADR, we’re still waiting for proper documentation/experimentation: Report on Recent Changes in the New Foundation Client and Their Impact

Next steps

We will be working on:

  • Polishing and adding missing features for the Explorer Scene UI in Bevy
  • The Explorer Scene UI
  • Finish the second iteration for the asset pipeline for Godot
  • Normalize the different graphics tier in Godot and fix some aesthetic details

Additional notes and links

View this update on the Governance dApp

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