added network page
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<meta content="width=device-width, initial-scale=1" name="viewport" />
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<meta content="interest-cohort=()" http-equiv="Permissions-Policy" /> <!-- FUCK GOOGLE -->
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</head>
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<header><img id="logo" src="/assets/img/TiB-network.png" width=25% style="vertical-align:top" />
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</header>
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<body id="network">
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<header><img id="logo" src="/assets/img/TiB-network.png" width=25% style="vertical-align:top" /></header>
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<nav><h4 style="text-align: right"><li class="home"><a href="/">Home</a></li> | <li class="network"><a href="/network">Network</a></li> | <li class="blog"><a href="/blog">Weblog</a></li> | <li class="about"><a href="/about">About</a></li></h4></nav>
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<p>
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Tebibyte Media's <i>raison d'être</i> is its Network. Our goal as a
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Project is to foster the creation of that Network by extending
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connections of solidarity between project who share the values we
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believe are important in the new digital age.
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</p>
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<h2 id="specification"><a href="#specification">Specification</a></h2>
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<p>
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Tebibyte Media is composed of two distinct parts: the Network and
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the Project. The latter is made up of myself, the individuals I
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have recruited into the Project, and the infrastructure which supports
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it; the former, the constituent projects and networks which are
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associated with the Project. This distinction exists in order to
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maintain an appropriate separation between the interests of these
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entities to preserve the heterogeneity of these communities.
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<br>
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Like the components defined above, the members of the Network are
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split into two separate categories:
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<br>
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A "project" in this context is an entity whose constituents are
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individuals; a "network" is one whose members are projects
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themselves, or a mix of projects and other networks.
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<br>
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A Tebibyte Media "project" does not necessarily have to be
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a free software project; it can be anything involving strong
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public engagement and iterative development. For example, a
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post-modernist fiction-writing blog can count as a Tebibyte
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Media project, as long as the work is ongoing and the blog is
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shared at no cost to its readers.
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<br>
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A "project" could be an open writing publication requiring
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attention or third-party reviewing, a free software project
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looking for a userbase and pool of talented developers, or an art
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project looking for exposure and contributors.
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<br>
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A "network" might be a webring, an online social hub for the
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advancement of some idea or combined agenda, or an organization
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which has multiple distinct components or internal projects but
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which still works toward one main goal. A webring whose
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constituents are all blogs that focus on physics would be an
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example.
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<br>
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In the case of members creating new networks internal to Tebibyte
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Media's influence, we take it upon ourselves to mediate and foster
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that connection; we see these novel networks as partially our
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responsibility.
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<br>
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Every project in the Network will be represented by a single person
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who will be appropriately selected by the members of that project.
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For example, in the case of a free software project run by a BDFL,
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the leader of that project would be that Representative or could
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select someone else to represent it. Any member networks are given
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the opportunity to provide as many Representatives as there are
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distinct viewpoints in the community that network represents.
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<br>
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Every month, on the first day of the month, the Project will put out
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a blog post detailing the month in review of the Network.
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Representatives of each member entity will be responsible for
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working with the Project Editors in order to write a short two- or
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three-paragraph decription of the state of their member entity,
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including what has been accomplished in the past month and what is
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on the horizon. These sections will be submitted to the blog
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repository using the git version-tracking system. Knowledge of this
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system is not required but is preferred.Our editors will be able to
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guide Representatives through the submission process and help with
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any problems presented by this setup.
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</p>
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<h2 id-"members"><a href="#members">Members</a></h2>
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<!-- <p><a href="https://farside.link/https://instagram.com/_remind_me_tomorrow">_remind_me_tomorrow</a>,
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a platform dependent essay, hosted on Instagram, which deals with
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the ways that The Digital has been made precarious over the past
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several decades. Created by
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<a href="https://embeddedscript.net/">Richard Williams</a>
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<a title="Unlicensed JavaScript" href="https://www.gnu.org/philosophy/javascript-trap.html">[!]</a>.
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Linked here using a free software frontend for Instagram.</p> -->
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<p><a href="https://git.tebibyte.media/nexus/nexus">Nexus, a
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federated, free software, hackable VR social platform and
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protocol.</a></p>
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<!-- <p><a href="https://ortusjournal.org">Ortus Journal, a journal
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of speculative analysis</a>
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<a title="nonfree plugins" href="https://gschoppe.com/wordpress/plugins-and-themes-open-source/">[!]</a></p> -->
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<h2 id="application"><a href="#application">Application</a></h2>
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<p>In order to apply to be a member of the Tebibyte Media Network,
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please reference the below guidelines. All applications should be sent
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to <a href="mailto:apply@tebibyte.media">apply@tebibyte.media</a>.</p>
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@ -4,23 +4,23 @@ Project members include Person1 <user@example.com>, Person2 <user@example.com>,
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and Person 3 <user@example.com>. The representative of the project is Person1.
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Nexus' current design is subject to change; we are still in the rough
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prototyping stage and we expect to "ship-of-thesus" our current design quite a
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prototyping stage and we expect to "Ship-of-Theseus" our current design quite a
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bit. The goal of Nexus is to provide an open, extendable, VR social platform. To
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do this, Nexus separates its logic into individual WASM scripts and a networking
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do this, Nexus separates its logic into individual Wasm scripts and a networking
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API based on the ECS model. Everything communicates using the gLTF and VRM
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standards: VRM for avatars, and gLTF for objects and worlds. Several different
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actors are present within the Nexus architecture:
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A “world” is a collection of WASM scripts and gLTF models able to be reproduced.
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A “world” is a collection of Wasm scripts and gLTF models able to be reproduced.
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It is intended for users to be able to create worlds, and to share them,
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allowing others to use the worlds as templates from which to create servers. A
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“server” is a running instance of a world; how servers interop with other
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servers is yet to be determined. A “client” is the front-end application that
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can connect to any Nexus server and interact with other clients over the server.
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The current plan is to provide almost everything using WASM scripts.
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The current plan is to provide almost everything using Wasm scripts.
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WASM scripts have two categories so far; there are server scripts, that just run
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Wasm scripts have two categories so far; there are server scripts, that just run
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on the server, and client scripts, which are sent over to the client for the
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client to run locally and then interact with the server using the networking
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API. It's possible that we will come up with some kind of server-client dual
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@ -30,26 +30,26 @@ in order to limit abuse.
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Camera and physics (gravity, collision, buttons, etc.) interactions, IK and FBT,
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and GUI systems (server discovery interfaces, friends lists, etc.) will all be
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provided by WASM scripts. We will provide default implementations, but the
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provided by Wasm scripts. We will provide default implementations, but the
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community will be free to hack on those scripts or create their own from scratch
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to provide the same or new functionality. This creates an extremely extensible
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platform. Using WASM means that, as we go into the future, more languages could
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be utilized to write social vr, or non-social vr experiences, such as games, a
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platform. Using Wasm means that, as we go into the future, more languages could
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be utilized to write social VR, or non-social VR experiences, such as games, a
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scene editor, media creation tools, etc.
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This system enables people to to write clients and servers in other languages or
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engines than Bevy, which we are currently using for our standard implementation.
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As long as clients or servers properly respect the WASM scripts, everything
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As long as clients or servers properly respect the Wasm scripts, everything
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should work across different implementations. If someone creates a Nexus server
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SDK in Unity, they will be able to take advantage of much of Unity to create
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Nexus worlds.
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The fact that we use WASM also means that game developers can create games or
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The fact that we use Wasm also means that game developers can create games or
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experiences in normal, 2D IDEs, such as writing a game in Rust, instead of
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having to deal with our scene editor. That being said, we do plan to make a
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scene editor in Nexus, but this is a tentative, far-future plan.
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The current plan is to use IPFS to provide sharing of WASM scripts, models, and
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The current plan is to use IPFS to provide sharing of Wasm scripts, models, and
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whatever else may materialize in the future.
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Theoretical work on a permissions system has not yet begun.
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@ -64,7 +64,7 @@ loading, basic voice chat, and synced worlds.
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The timespan of this project to full completion is several years. If all goes
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according to plan, an MVP should be only a few months off.
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The server and client implementation will be licensed under the GplV3, but all
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The server and client implementation will be licensed under the GPLv3, but all
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the base scripts, for things like physics, inverse kinematics, and the basic UI
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implementation will be licensed under the Expat License (also known as the MIT
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License).
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License).
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