
Sunrise. I am pushing the concept to its natural end.
The grid is made of sec-zones. Entering a sec-zone reveals its content. It’s the equivalent of a “room”, in a MUD/MUSH. It stays what it was yesterday, an infinite map calculated both server-side and in the grid shader.
An agent has its own filesystem, with the shell and everything. Being in a sec-zone means, one of the “mounted folders” of the agent represents that sec-zone. Inside, you can find representations of all present agents, and “constructs”. The sec-zone zero is treated as a single place (where there cannot be constructs).
Constructs are the visual incarnations of Pons files. Pons becomes not only a script language, but also a topology language. The structures expressed define the shape of the construct, and its behavior. A construct is made of modular blocks. Blocks are made of:
- a color,
- sizes,
- its joints,
- its function.
The function of a block falls in one of four big categories:
- Move (block, push, …etc.),
- Observe (read, consume),
- Use (call, write, emit),
- Transform (rewrite, create, delete, …).
The visual paradigm is:
- Data flow is visible (to an extent), as small unshaded 3D shapes moving along IK calculated paths.
- Blocks receive the same visual treatment as the agents. This might change.
The joints between the blocks of a construct are limited:
- Slide,
- 1 axis full rotate,
- 2 axis rotate clamped at -90° / 90°.
Constructs can be used to make walls and doors, autonomous creatures, control panels and dashboards, …etc.
Data flows in and out of the grid, from the ship’s hardware and to the ship’s hardware, by connectors. Connectors are part of the grid. They come grouped and aligned in parallel rows.
Constructs can plug into the connectors to receive data from the hardware, and send data to the hardware. This is how control panels and dashboards are made.
An agent, player or NPC, deploys architecture and devices using their filesystem and shell. There are hotkeys of course. And this closes the loop.
But this is only the world layer. On this we can build what really matters: the story.
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