Skip to content

Latest commit

 

History

History
307 lines (264 loc) · 7.43 KB

File metadata and controls

307 lines (264 loc) · 7.43 KB

Aincrad Hub System

Cross-Platform Hub Architecture

  • Core Features:
    • Cross-platform compatibility (Windows, Mac, Linux, VR)
    • Shared asset system
    • Social interaction spaces
    • Custom avatar system
    • World instances
    • Voice chat
    • Gesture system
    • Emote system
    • Friend system
    • Group system

Hub Zones

1. Main Plaza

  • Features:
    • Central meeting point
    • Information boards
    • Teleport gates
    • Event spaces
    • Performance stages
    • Social areas
  • Shared Assets:
    • Plaza architecture
    • Decorative elements
    • Interactive objects
    • Environmental effects

2. Avatar Creation Center

  • Features:
    • Custom avatar creation
    • Outfit customization
    • Accessory system
    • Animation preview
    • Voice pitch adjustment
    • Gesture customization
  • Shared Assets:
    • Base models
    • Clothing items
    • Accessories
    • Animation sets
    • Voice filters

3. Social Spaces

  • Features:
    • Private rooms
    • Group spaces
    • Activity areas
    • Game rooms
    • Performance venues
    • Meeting rooms
  • Shared Assets:
    • Room templates
    • Furniture sets
    • Interactive objects
    • Environmental props

4. Training Grounds

  • Features:
    • Combat practice
    • Skill training
    • Movement practice
    • VR adaptation
    • Tutorial areas
  • Shared Assets:
    • Training dummies
    • Practice weapons
    • Skill effects
    • Tutorial elements

5. Market District

  • Features:
    • Player shops
    • Trading system
    • Item showcase
    • Currency exchange
    • Workshop integration
  • Shared Assets:
    • Shop templates
    • Display cases
    • Trading interfaces
    • Currency effects

Cross-Platform Asset System

Shared Asset Types

  1. Models:

    • Optimized for all platforms
    • LOD system
    • Platform-specific optimizations
    • Physics meshes
    • Collision meshes
  2. Textures:

    • Cross-platform formats
    • Mipmap system
    • Compression settings
    • Platform-specific variants
  3. Animations:

    • Universal rig system
    • Platform-specific optimizations
    • Motion capture support
    • Custom animation tools
  4. Audio:

    • Spatial audio
    • Voice chat
    • Ambient sounds
    • Music system
    • Platform-specific codecs
  5. UI Elements:

    • Responsive design
    • Platform-specific layouts
    • Input method adaptation
    • Accessibility features

Social Features

Avatar System

// Avatar configuration
struct AvatarConfig {
    string modelId;
    string outfitId;
    string[] accessories;
    AnimationSet animations;
    VoiceConfig voice;
    GestureSet gestures;
    EmoteSet emotes;
};

Interaction System

// Interaction types
enum InteractionType {
    PROXIMITY_CHAT,
    GESTURE,
    EMOTE,
    TRADE,
    GROUP_INVITE,
    FRIEND_REQUEST,
    WORLD_INVITE
};

World Instance System

// World instance configuration
struct WorldInstance {
    string instanceId;
    int maxPlayers;
    string[] allowedFeatures;
    PrivacySettings privacy;
    ModerationSettings moderation;
    CustomRules rules;
};

Platform-Specific Optimizations

Windows

  • DirectX 12 support
  • Windows Mixed Reality
  • Steam VR integration
  • Oculus SDK integration

Mac

  • Metal support
  • Apple Silicon optimization
  • macOS VR support
  • Cross-platform asset compatibility

Linux

  • Vulkan support
  • OpenXR integration
  • Linux VR support
  • Proton compatibility

VR Platforms

  • Oculus Quest/Quest 2
  • Valve Index
  • HTC Vive
  • Windows Mixed Reality
  • PlayStation VR2
  • Meta Quest Pro

Performance Optimization

Asset Loading

  • Dynamic loading
  • Asset streaming
  • Platform-specific compression
  • Memory management
  • Cache system

Network Optimization

  • Region-based instances
  • Peer-to-peer voice
  • Asset synchronization
  • State replication
  • Bandwidth management

Rendering Optimization

  • Platform-specific shaders
  • Dynamic LOD
  • Occlusion culling
  • Frustum culling
  • Draw call batching

Security Features

  • Anti-cheat system
  • Content moderation
  • User reporting
  • Instance moderation
  • Asset validation
  • Voice chat moderation

Community Features

World Creation

  • World builder tools
  • Asset import system
  • Scripting support
  • Physics customization
  • Lighting system

Social Tools

  • Friend system
  • Group system
  • Party system
  • Voice chat
  • Text chat
  • Emote system

Content Creation

  • Avatar creation
  • World building
  • Item creation
  • Animation creation
  • Sound creation

Update System

  • Delta updates
  • Asset streaming
  • Platform-specific patches
  • Version control
  • Rollback support

Eden One City: Quantum-Detailed Narrative & Experiential Design

Overview

Eden One City is the central hub of AINCRAD, designed as an immersive, modular city inspired by Disney/Universal theming, with water, glass, floating gardens, and starlit vistas. Each district is a story world, blending narrative, technology, and nature. This section details the narrative, experiential goals, and modular code structure for each major zone.

Zone Narratives & Experiential Goals

1. Unity Spire (Central Hub)

  • Narrative: The crystalline heart of Eden One City, housing the AI core, observation decks, and main portal. Beacon of hope, knowledge, and unity.
  • Experiential: Verticality, transparency, AI host, panoramic starlit views, portal room.

2. Starlake (Surrounds Unity Spire)

  • Narrative: Circular lake with floating gardens and bioluminescent flora, symbolizing connection to nature and cosmos.
  • Experiential: Water taxis, floating walkways, glowing plants, social events.

3. Cultural Crescent

  • Narrative: Celebration of Earth's diversity with museums, amphitheaters, and floating pavilions.
  • Experiential: Rotating exhibitions, live performances, water taxis, AR overlays.

4. Emotional Biome Gardens

  • Narrative: Floating gardens that respond to visitor emotions, blending nature, art, and technology.
  • Experiential: Mycelium bridges, meditation domes, interactive art, AI gardeners.

5. Love Creature Haven

  • Narrative: Sanctuaries for bioengineered animals and fantastical creatures.
  • Experiential: Glass tunnels, creature bonding, petting lagoons, AR overlays.

6. Memory Coastline

  • Narrative: Tranquil coastal zone for reflection, healing, and memory exploration.
  • Experiential: Sensory pools, memory beaches, AR/VR experiences, memory lanterns.

7. Zero-G Dome

  • Narrative: Weightless play zone and sky lounge for stargazing and floating gardens.
  • Experiential: Zero-g sports, glass floors/ceilings, dynamic music/light shows.

8. Stargate Plaza

  • Narrative: Interstellar travel hub with portal activation rings and resonance arenas.
  • Experiential: Water mirrors, portal puzzles, AI gatekeepers, lore events.

9. Interstitial Spaces

  • Narrative: Canals, skybridges, and hidden groves connect all districts.
  • Experiential: Panoramic movement, quiet groves, bioluminescent pathways.

Modular Code Structure

  • See World/CityZone.h for the modular base class for all city hub zones.
  • See World/CityZoneRegistry.h for the registry/manager pattern.
  • Example zones: World/UnitySpireZone.h, World/StarlakeZone.h.

Usage Example

  • Each zone is a subclass of ACityZone and registered with UCityZoneRegistry.
  • Zones can be extended, connected, and iterated for gameplay, AI, and visualization.

System Context

  • Eden One City is the launchpad for all ages/worlds in AINCRAD.
  • Designed for extensibility, narrative immersion, and seamless player experience.