added network page
This commit is contained in:
parent
2e34c9331d
commit
f86b8377b0
|
@ -9,10 +9,94 @@
|
||||||
<meta content="width=device-width, initial-scale=1" name="viewport" />
|
<meta content="width=device-width, initial-scale=1" name="viewport" />
|
||||||
<meta content="interest-cohort=()" http-equiv="Permissions-Policy" /> <!-- FUCK GOOGLE -->
|
<meta content="interest-cohort=()" http-equiv="Permissions-Policy" /> <!-- FUCK GOOGLE -->
|
||||||
</head>
|
</head>
|
||||||
<header><img id="logo" src="/assets/img/TiB-network.png" width=25% style="vertical-align:top" />
|
|
||||||
</header>
|
|
||||||
<body id="network">
|
<body id="network">
|
||||||
|
<header><img id="logo" src="/assets/img/TiB-network.png" width=25% style="vertical-align:top" /></header>
|
||||||
<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>
|
<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>
|
||||||
|
<p>
|
||||||
|
Tebibyte Media's <i>raison d'être</i> is its Network. Our goal as a
|
||||||
|
Project is to foster the creation of that Network by extending
|
||||||
|
connections of solidarity between project who share the values we
|
||||||
|
believe are important in the new digital age.
|
||||||
|
</p>
|
||||||
|
<h2 id="specification"><a href="#specification">Specification</a></h2>
|
||||||
|
<p>
|
||||||
|
Tebibyte Media is composed of two distinct parts: the Network and
|
||||||
|
the Project. The latter is made up of myself, the individuals I
|
||||||
|
have recruited into the Project, and the infrastructure which supports
|
||||||
|
it; the former, the constituent projects and networks which are
|
||||||
|
associated with the Project. This distinction exists in order to
|
||||||
|
maintain an appropriate separation between the interests of these
|
||||||
|
entities to preserve the heterogeneity of these communities.
|
||||||
|
<br>
|
||||||
|
Like the components defined above, the members of the Network are
|
||||||
|
split into two separate categories:
|
||||||
|
<br>
|
||||||
|
A "project" in this context is an entity whose constituents are
|
||||||
|
individuals; a "network" is one whose members are projects
|
||||||
|
themselves, or a mix of projects and other networks.
|
||||||
|
<br>
|
||||||
|
A Tebibyte Media "project" does not necessarily have to be
|
||||||
|
a free software project; it can be anything involving strong
|
||||||
|
public engagement and iterative development. For example, a
|
||||||
|
post-modernist fiction-writing blog can count as a Tebibyte
|
||||||
|
Media project, as long as the work is ongoing and the blog is
|
||||||
|
shared at no cost to its readers.
|
||||||
|
<br>
|
||||||
|
A "project" could be an open writing publication requiring
|
||||||
|
attention or third-party reviewing, a free software project
|
||||||
|
looking for a userbase and pool of talented developers, or an art
|
||||||
|
project looking for exposure and contributors.
|
||||||
|
<br>
|
||||||
|
A "network" might be a webring, an online social hub for the
|
||||||
|
advancement of some idea or combined agenda, or an organization
|
||||||
|
which has multiple distinct components or internal projects but
|
||||||
|
which still works toward one main goal. A webring whose
|
||||||
|
constituents are all blogs that focus on physics would be an
|
||||||
|
example.
|
||||||
|
<br>
|
||||||
|
In the case of members creating new networks internal to Tebibyte
|
||||||
|
Media's influence, we take it upon ourselves to mediate and foster
|
||||||
|
that connection; we see these novel networks as partially our
|
||||||
|
responsibility.
|
||||||
|
<br>
|
||||||
|
Every project in the Network will be represented by a single person
|
||||||
|
who will be appropriately selected by the members of that project.
|
||||||
|
For example, in the case of a free software project run by a BDFL,
|
||||||
|
the leader of that project would be that Representative or could
|
||||||
|
select someone else to represent it. Any member networks are given
|
||||||
|
the opportunity to provide as many Representatives as there are
|
||||||
|
distinct viewpoints in the community that network represents.
|
||||||
|
<br>
|
||||||
|
Every month, on the first day of the month, the Project will put out
|
||||||
|
a blog post detailing the month in review of the Network.
|
||||||
|
Representatives of each member entity will be responsible for
|
||||||
|
working with the Project Editors in order to write a short two- or
|
||||||
|
three-paragraph decription of the state of their member entity,
|
||||||
|
including what has been accomplished in the past month and what is
|
||||||
|
on the horizon. These sections will be submitted to the blog
|
||||||
|
repository using the git version-tracking system. Knowledge of this
|
||||||
|
system is not required but is preferred.Our editors will be able to
|
||||||
|
guide Representatives through the submission process and help with
|
||||||
|
any problems presented by this setup.
|
||||||
|
</p>
|
||||||
|
<h2 id-"members"><a href="#members">Members</a></h2>
|
||||||
|
<!-- <p><a href="https://farside.link/https://instagram.com/_remind_me_tomorrow">_remind_me_tomorrow</a>,
|
||||||
|
a platform dependent essay, hosted on Instagram, which deals with
|
||||||
|
the ways that The Digital has been made precarious over the past
|
||||||
|
several decades. Created by
|
||||||
|
<a href="https://embeddedscript.net/">Richard Williams</a>
|
||||||
|
<a title="Unlicensed JavaScript" href="https://www.gnu.org/philosophy/javascript-trap.html">[!]</a>.
|
||||||
|
Linked here using a free software frontend for Instagram.</p> -->
|
||||||
|
|
||||||
|
<p><a href="https://git.tebibyte.media/nexus/nexus">Nexus, a
|
||||||
|
federated, free software, hackable VR social platform and
|
||||||
|
protocol.</a></p>
|
||||||
|
|
||||||
|
<!-- <p><a href="https://ortusjournal.org">Ortus Journal, a journal
|
||||||
|
of speculative analysis</a>
|
||||||
|
<a title="nonfree plugins" href="https://gschoppe.com/wordpress/plugins-and-themes-open-source/">[!]</a></p> -->
|
||||||
|
|
||||||
|
<h2 id="application"><a href="#application">Application</a></h2>
|
||||||
<p>In order to apply to be a member of the Tebibyte Media Network,
|
<p>In order to apply to be a member of the Tebibyte Media Network,
|
||||||
please reference the below guidelines. All applications should be sent
|
please reference the below guidelines. All applications should be sent
|
||||||
to <a href="mailto:apply@tebibyte.media">apply@tebibyte.media</a>.</p>
|
to <a href="mailto:apply@tebibyte.media">apply@tebibyte.media</a>.</p>
|
||||||
|
|
|
@ -4,23 +4,23 @@ Project members include Person1 <user@example.com>, Person2 <user@example.com>,
|
||||||
and Person 3 <user@example.com>. The representative of the project is Person1.
|
and Person 3 <user@example.com>. The representative of the project is Person1.
|
||||||
|
|
||||||
Nexus' current design is subject to change; we are still in the rough
|
Nexus' current design is subject to change; we are still in the rough
|
||||||
prototyping stage and we expect to "ship-of-thesus" our current design quite a
|
prototyping stage and we expect to "Ship-of-Theseus" our current design quite a
|
||||||
bit. The goal of Nexus is to provide an open, extendable, VR social platform. To
|
bit. The goal of Nexus is to provide an open, extendable, VR social platform. To
|
||||||
do this, Nexus separates its logic into individual WASM scripts and a networking
|
do this, Nexus separates its logic into individual Wasm scripts and a networking
|
||||||
API based on the ECS model. Everything communicates using the gLTF and VRM
|
API based on the ECS model. Everything communicates using the gLTF and VRM
|
||||||
standards: VRM for avatars, and gLTF for objects and worlds. Several different
|
standards: VRM for avatars, and gLTF for objects and worlds. Several different
|
||||||
actors are present within the Nexus architecture:
|
actors are present within the Nexus architecture:
|
||||||
|
|
||||||
A “world” is a collection of WASM scripts and gLTF models able to be reproduced.
|
A “world” is a collection of Wasm scripts and gLTF models able to be reproduced.
|
||||||
It is intended for users to be able to create worlds, and to share them,
|
It is intended for users to be able to create worlds, and to share them,
|
||||||
allowing others to use the worlds as templates from which to create servers. A
|
allowing others to use the worlds as templates from which to create servers. A
|
||||||
“server” is a running instance of a world; how servers interop with other
|
“server” is a running instance of a world; how servers interop with other
|
||||||
servers is yet to be determined. A “client” is the front-end application that
|
servers is yet to be determined. A “client” is the front-end application that
|
||||||
can connect to any Nexus server and interact with other clients over the server.
|
can connect to any Nexus server and interact with other clients over the server.
|
||||||
|
|
||||||
The current plan is to provide almost everything using WASM scripts.
|
The current plan is to provide almost everything using Wasm scripts.
|
||||||
|
|
||||||
WASM scripts have two categories so far; there are server scripts, that just run
|
Wasm scripts have two categories so far; there are server scripts, that just run
|
||||||
on the server, and client scripts, which are sent over to the client for the
|
on the server, and client scripts, which are sent over to the client for the
|
||||||
client to run locally and then interact with the server using the networking
|
client to run locally and then interact with the server using the networking
|
||||||
API. It's possible that we will come up with some kind of server-client dual
|
API. It's possible that we will come up with some kind of server-client dual
|
||||||
|
@ -30,26 +30,26 @@ in order to limit abuse.
|
||||||
|
|
||||||
Camera and physics (gravity, collision, buttons, etc.) interactions, IK and FBT,
|
Camera and physics (gravity, collision, buttons, etc.) interactions, IK and FBT,
|
||||||
and GUI systems (server discovery interfaces, friends lists, etc.) will all be
|
and GUI systems (server discovery interfaces, friends lists, etc.) will all be
|
||||||
provided by WASM scripts. We will provide default implementations, but the
|
provided by Wasm scripts. We will provide default implementations, but the
|
||||||
community will be free to hack on those scripts or create their own from scratch
|
community will be free to hack on those scripts or create their own from scratch
|
||||||
to provide the same or new functionality. This creates an extremely extensible
|
to provide the same or new functionality. This creates an extremely extensible
|
||||||
platform. Using WASM means that, as we go into the future, more languages could
|
platform. Using Wasm means that, as we go into the future, more languages could
|
||||||
be utilized to write social vr, or non-social vr experiences, such as games, a
|
be utilized to write social VR, or non-social VR experiences, such as games, a
|
||||||
scene editor, media creation tools, etc.
|
scene editor, media creation tools, etc.
|
||||||
|
|
||||||
This system enables people to to write clients and servers in other languages or
|
This system enables people to to write clients and servers in other languages or
|
||||||
engines than Bevy, which we are currently using for our standard implementation.
|
engines than Bevy, which we are currently using for our standard implementation.
|
||||||
As long as clients or servers properly respect the WASM scripts, everything
|
As long as clients or servers properly respect the Wasm scripts, everything
|
||||||
should work across different implementations. If someone creates a Nexus server
|
should work across different implementations. If someone creates a Nexus server
|
||||||
SDK in Unity, they will be able to take advantage of much of Unity to create
|
SDK in Unity, they will be able to take advantage of much of Unity to create
|
||||||
Nexus worlds.
|
Nexus worlds.
|
||||||
|
|
||||||
The fact that we use WASM also means that game developers can create games or
|
The fact that we use Wasm also means that game developers can create games or
|
||||||
experiences in normal, 2D IDEs, such as writing a game in Rust, instead of
|
experiences in normal, 2D IDEs, such as writing a game in Rust, instead of
|
||||||
having to deal with our scene editor. That being said, we do plan to make a
|
having to deal with our scene editor. That being said, we do plan to make a
|
||||||
scene editor in Nexus, but this is a tentative, far-future plan.
|
scene editor in Nexus, but this is a tentative, far-future plan.
|
||||||
|
|
||||||
The current plan is to use IPFS to provide sharing of WASM scripts, models, and
|
The current plan is to use IPFS to provide sharing of Wasm scripts, models, and
|
||||||
whatever else may materialize in the future.
|
whatever else may materialize in the future.
|
||||||
|
|
||||||
Theoretical work on a permissions system has not yet begun.
|
Theoretical work on a permissions system has not yet begun.
|
||||||
|
@ -64,7 +64,7 @@ loading, basic voice chat, and synced worlds.
|
||||||
The timespan of this project to full completion is several years. If all goes
|
The timespan of this project to full completion is several years. If all goes
|
||||||
according to plan, an MVP should be only a few months off.
|
according to plan, an MVP should be only a few months off.
|
||||||
|
|
||||||
The server and client implementation will be licensed under the GplV3, but all
|
The server and client implementation will be licensed under the GPLv3, but all
|
||||||
the base scripts, for things like physics, inverse kinematics, and the basic UI
|
the base scripts, for things like physics, inverse kinematics, and the basic UI
|
||||||
implementation will be licensed under the Expat License (also known as the MIT
|
implementation will be licensed under the Expat License (also known as the MIT
|
||||||
License).
|
License).
|
Loading…
Reference in New Issue
Block a user