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robert.oschler Proposals (1)
NFT3D Live 3D Interactive Metaverse
Solution: NFT3D Live brings to Cardano live NFT auctions that are set in a 3D virtual world with integrated video conferencing
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The recalibration of the project to one that does not require a smart contract continues. The Eternl wallet has been selected for use as the method auction users will make ADA payments during an auction. For detail, please see the attached report.
The animation code is nearly complete, except for the inter-client behavior synchronization module. The task focus is now squarely on initiating and processing ADA payments during the NFT live auction. Initially the Eternl wallet will be the agent for these operations.
Please see the attached document for further details.
The new world sync service is completed and functioning. Also the camera drone animation model is now active. This animation model will facilitate the 3D music and sound effects the virtual environment supports, augmenting existing audio/video conferencing services. Please see the attached document for further details and a screen shot.
Two higher quality "robot" animation models have been added to the virtual world (see screenshot). More importantly, the animation sub-system now supports flexible re-targeting of the animation models to different world elements. In other words, the animation models can now, under program control, pursue or travel to a selected target including mobile targets like other animation models or the camera (i.e. - approach the "user").
Work now begins on updating the 3D sound system provided by the Dolby IO API to their newest version, which finally has superior virtual world support. Also starting now is the new "world sync service" system that will be based on a high-speed Redis service for inter-client messaging (i.e. - messaging between client browsers visiting the same virtual world).
The original system relied on the Dolby IO inter-client messaging system. While it is a good system, it required an architecture that generated an exponentially growing number of position update messages with each new visitor to a virtual world. After only a handful of visitors, the overload of generated messages led to bugs in the the synchronization between world clients. The bugs manifested themselves as errors in the placement and movement of users in their respective views of the virtual world. The new Redis-based system should not suffer these problems since the message proliferation problem has been eliminated.
Not at this time.
Not at this time.
I am currently working on a world builder tool so anyone (not just developers) can build their own virtual worlds. It is a big project so that is why there aren't any docs or photos to show progress yet since it is very early in the timeline of my project.
My project was just funded a few days ago.