- 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
- Features:
- Central meeting point
- Information boards
- Teleport gates
- Event spaces
- Performance stages
- Social areas
- Shared Assets:
- Plaza architecture
- Decorative elements
- Interactive objects
- Environmental effects
- 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
- Features:
- Private rooms
- Group spaces
- Activity areas
- Game rooms
- Performance venues
- Meeting rooms
- Shared Assets:
- Room templates
- Furniture sets
- Interactive objects
- Environmental props
- Features:
- Combat practice
- Skill training
- Movement practice
- VR adaptation
- Tutorial areas
- Shared Assets:
- Training dummies
- Practice weapons
- Skill effects
- Tutorial elements
- Features:
- Player shops
- Trading system
- Item showcase
- Currency exchange
- Workshop integration
- Shared Assets:
- Shop templates
- Display cases
- Trading interfaces
- Currency effects
-
Models:
- Optimized for all platforms
- LOD system
- Platform-specific optimizations
- Physics meshes
- Collision meshes
-
Textures:
- Cross-platform formats
- Mipmap system
- Compression settings
- Platform-specific variants
-
Animations:
- Universal rig system
- Platform-specific optimizations
- Motion capture support
- Custom animation tools
-
Audio:
- Spatial audio
- Voice chat
- Ambient sounds
- Music system
- Platform-specific codecs
-
UI Elements:
- Responsive design
- Platform-specific layouts
- Input method adaptation
- Accessibility features
// Avatar configuration
struct AvatarConfig {
string modelId;
string outfitId;
string[] accessories;
AnimationSet animations;
VoiceConfig voice;
GestureSet gestures;
EmoteSet emotes;
};// Interaction types
enum InteractionType {
PROXIMITY_CHAT,
GESTURE,
EMOTE,
TRADE,
GROUP_INVITE,
FRIEND_REQUEST,
WORLD_INVITE
};// World instance configuration
struct WorldInstance {
string instanceId;
int maxPlayers;
string[] allowedFeatures;
PrivacySettings privacy;
ModerationSettings moderation;
CustomRules rules;
};- DirectX 12 support
- Windows Mixed Reality
- Steam VR integration
- Oculus SDK integration
- Metal support
- Apple Silicon optimization
- macOS VR support
- Cross-platform asset compatibility
- Vulkan support
- OpenXR integration
- Linux VR support
- Proton compatibility
- Oculus Quest/Quest 2
- Valve Index
- HTC Vive
- Windows Mixed Reality
- PlayStation VR2
- Meta Quest Pro
- Dynamic loading
- Asset streaming
- Platform-specific compression
- Memory management
- Cache system
- Region-based instances
- Peer-to-peer voice
- Asset synchronization
- State replication
- Bandwidth management
- Platform-specific shaders
- Dynamic LOD
- Occlusion culling
- Frustum culling
- Draw call batching
- Anti-cheat system
- Content moderation
- User reporting
- Instance moderation
- Asset validation
- Voice chat moderation
- World builder tools
- Asset import system
- Scripting support
- Physics customization
- Lighting system
- Friend system
- Group system
- Party system
- Voice chat
- Text chat
- Emote system
- Avatar creation
- World building
- Item creation
- Animation creation
- Sound creation
- Delta updates
- Asset streaming
- Platform-specific patches
- Version control
- Rollback support
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.
- 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.
- Narrative: Circular lake with floating gardens and bioluminescent flora, symbolizing connection to nature and cosmos.
- Experiential: Water taxis, floating walkways, glowing plants, social events.
- Narrative: Celebration of Earth's diversity with museums, amphitheaters, and floating pavilions.
- Experiential: Rotating exhibitions, live performances, water taxis, AR overlays.
- Narrative: Floating gardens that respond to visitor emotions, blending nature, art, and technology.
- Experiential: Mycelium bridges, meditation domes, interactive art, AI gardeners.
- Narrative: Sanctuaries for bioengineered animals and fantastical creatures.
- Experiential: Glass tunnels, creature bonding, petting lagoons, AR overlays.
- Narrative: Tranquil coastal zone for reflection, healing, and memory exploration.
- Experiential: Sensory pools, memory beaches, AR/VR experiences, memory lanterns.
- Narrative: Weightless play zone and sky lounge for stargazing and floating gardens.
- Experiential: Zero-g sports, glass floors/ceilings, dynamic music/light shows.
- Narrative: Interstellar travel hub with portal activation rings and resonance arenas.
- Experiential: Water mirrors, portal puzzles, AI gatekeepers, lore events.
- Narrative: Canals, skybridges, and hidden groves connect all districts.
- Experiential: Panoramic movement, quiet groves, bioluminescent pathways.
- See
World/CityZone.hfor the modular base class for all city hub zones. - See
World/CityZoneRegistry.hfor the registry/manager pattern. - Example zones:
World/UnitySpireZone.h,World/StarlakeZone.h.
- Each zone is a subclass of
ACityZoneand registered withUCityZoneRegistry. - Zones can be extended, connected, and iterated for gameplay, AI, and visualization.
- Eden One City is the launchpad for all ages/worlds in AINCRAD.
- Designed for extensibility, narrative immersion, and seamless player experience.