From a rendering perspective, maybe there’s something we can learn/leverage from the trams that operate in Decentraland
Motor vehicles would be nice.
Do Decentraland needs native car system ?
This proposal is now in status: FINISHED.
Voting Results:
- Yes, research should be made 99% 2,596,004 VP (58 votes)
- No, we dont need it 1% 11,481 VP (4 votes)
- Invalid question/options 0% 0 VP (0 votes)
Do Decentraland needs native car system ?
This proposal has been PASSED by a DAO Committee Member (0xbef99f5f55cf7cdb3a70998c57061b7e1386a9b0)
@web3nit Amazing concept and we support it!
I would also love to have vehicles in Decentraland. I’ll add a few comments on the technical side.
This is a real issue, the experience of moving fast is not the best at the current explorer. This could be fixed in the future by having a static representation of a scene/world (a simple mesh without code) which can be loaded way faster. The scene code will be launched once you get down of the vehicle or spent enough time close to the parcel.
At the moment there is no way for a scene to adjust the player’s movement speed. This could be added to the SDK7 and enforced directly by the client. Since clients broadcast the player position no change is required on catalysts or comms systems AFIAK.
The transportation system could be implemented as a scene, such as Genesis Plaza roads. But as HPrivakos mentioned, this will affect the performance of everyone walking close to a road. But we could definitely try it.
Also, the transportation system could be implemented as a “Smart Wearable”, which is an NFT with a global scene attached to it. I believe this could be very powerful and create a new wave of experiences to be traded on the marketplace.
Looking forward to seeing the comments from the SDK team regarding enabling a scene to control the player speed and the plans for releasing Smart Wearables.
I like this Idea but am also worried about performance issues. A smart wearable car would be awesome if it is available in sdk 7