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Travelling Between Unrelated Virtual Worlds


If this is your first time visiting Metaversing, please read:

This blog is about going beyond the science fiction descriptions of the Metaverse and actually fleshing out some of the concepts, designs, and details that are useful in bringing it to life. The ideas described here are not to be interpreted as the exclusive way for the Metaverse to be designed. We’re here to put a stake in the ground. We hope to start the conversation (where it doesn’t already exist) and to move the conversation forward.


How do you navigate between unrelated virtual worlds?

Back in August 2013 when I first envisioned how I wanted a different model of the Metaverse to work, one of the fundamental questions I had was in how to glue everything together. Instead of building one large Metaverse and splitting it into pieces, as has been done before, I looked at a different solution. How do we start with a bunch of unrelated pieces of software and combine them together to form a larger Metaverse?

Images: VRChat, JanusVR, Anarchy Arcade, Minecraft

Image Sources: VRChat, JanusVR, Anarchy Arcade, Minecraft (house by PoPlioP)

Our universe starts with completely different and unconnected virtual environments, games, and virtual worlds. There are different authors, languages, graphics libraries, and more. If you wanted to create a way for players (avatars) to actually move between them, how could it be done? How would you move from JanusVR to Minecraft? How do you walk from Minecraft into VRChat? Read More…

A Review of Player Resource Control Strategies

Image source: Team Fortress 2 - Mann vs Machine

Image source: Team Fortress 2 – Mann vs Machine

Despite a previous article in which I explored how to represent a very large number of avatars in a single shared environment, I don’t believe that a single shared world isn’t going to be a mainstream approach. There are some good reasons why a large singular world should exist as one of several different solutions. But that’s a topic for another time.

When your virtual world is faced with a large number of simultaneous users, you’re going to need to find a way to keep the load under control. This article is a (non-exhaustive) review of known techniques which may be used individually or in combination.

We’ll be looking at denial, sharding, time dilation, feature reduction, and location distribution.

Denial: Hard Limit of the Number of Simultaneous Players

“Server is full.” The classic method of handling resource limitations. Read More…

The Metaverse and the Virtual Home


If this is your first time visiting Metaversing, please read:

This blog is about going beyond the science fiction descriptions of the Metaverse and actually fleshing out some of the concepts, designs, and details that are useful in bringing it to life. The ideas described here are not to be interpreted as the exclusive way for the Metaverse to be designed. We’re here to put a stake in the ground. We hope to start the conversation (where it doesn’t already exist) and to move the conversation forward.


"The Basement" from Ready Player One, recreated in Second Life, via New World Notes Blog

“The Basement” from Ready Player One, recreated in Second Life. Image Source: New World Notes Blog

I’m convinced that the Virtual Home is at the center of the user experience in the Metaverse. There is so much ground to cover, more than will fit in a single post. How do I convey a universe?

My design sensibility tells me that we’re going to have to iterate this over time in order to figure out what exactly this space needs to be. My gut tells me that we’re going to need quite a bit of competition to make those iterations happen.

The Virtual Home is born out of four concepts: the Launch Pad, the Personal Space, the Utility Space, and the Trusted Space. We’ll talk about each of these, and then we’ll talk about three different ways that this set of concepts play out. Read More…

Representing unknown avatars in high traffic public spaces

Maciej Kuciara: Cyberpunk 2077 trailer concept art

Maciej Kuciara: Cyberpunk 2077 trailer concept art

“The Street.” That’s what Snow Crash calls it. The Street is a shared virtual environment that grew to be used by over a hundred million users. The author eases us into how avatars might interact in the Metaverse by describing a simple problem: how to reach the front door of a famous establishment.

If these avatars were real people in a real street, Hiro wouldn’t be able to reach the entrance. It’s way too crowded. But the computer system that operates the Street has better things to do than to monitor every single one of the millions of people there, trying to prevent them from running into each other. It doesn’t bother trying to solve this incredibly difficult problem. On the Street, avatars just walk right through each other.

You might remember that in a previous article, Griefing and the Metaverse, we touched on some of the issues involved when avatars collide. In an even earlier article, The sci-fi Metaverse is bad, we realized that the science fiction Metaverse is actually an unrealistic blueprint for what an actual Metaverse should be like.

When Snow Crash describes a high traffic public place, I think that they got it more right than wrong. When practical considerations need to come first, the Metaverse does not need to be a faithful simulation of reality. We could stop here and implement a public space with Snow Crash’s description of the Street, but there are additional practical considerations to deal with. Read More…