So, Canessa got me thinking here…
@Vaporizador is right here . Currently, experiences like this only work on own parcels because they are scene specific, ie: to launch these cars into a scene, there’s a lot of extra code that needs to be deployed to scenes to support the experience.
However; Decentraland’s road system works in a very similar fashion to our own parcels.
When I was teaching myself how to use the SDK, this was my first ever test with CANNON.js:
(Sorry for the low quality, the forum has limits, but hopefully you can see what it would be like to drive into the sunset in Decentraland )
I definitely need to revise this code. One of the things that stopped it from working efficiently was the fact that we can’t influence the cameraTarget in the SDK yet (which is why games like DecentRally are a bit awkward when it comes to steering the vehicle, as they rely on mouse-pointer direction, as opposed to in-built steering on an axis). It’s the inability to influence the cameraTarget that causes the unnecessary jittering that you can see in this prototype.
However, if the DAO has access to the parcels of land which form our road network, I don’t see why we can’t plug in this code into some roads to test out. They’d still be scene-specific, however, they’d be limited to the public roads, which in truth, is the only place we’d really want to be driving (until @Canessa starts making it a point to drive up her hot pink Hellcat everywhere ).
@yemel what do you think?
I’m not sure how CANNON.js would look like at this parcel scale. The scene would have to be continuous. It’ll definitely need to be coded to peak efficiency, but honestly, it’s looking doable. My stress-tests were done on a 200-parcel property, and so far, they’ve worked without a hitch.
…I think this, with the rollout of SDK 7, might actually be doable and can be entirely community-led. It also gives us a chance to better work together as a DAO when it comes to the collective management of public spaces.