Seed Eco-Home Training MMOG

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Revision as of 14:13, 17 June 2021 by Marcin (talk | contribs)
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MMOG that allows you to build a house.

  • MM teams compete
  • inclusive pile of raw materials and parts and tools is dropped and collapses into a pile with physics engine.
  • AR identification of parts helps you/teaches you to identify parts. You can pick the parts you need.
  • You collaborate by not picking parts you don't need so others can use them so process is not blocked
  • You need to coordinate build by selecting one of the 70+ modules (69 wall modules).
  • People take out parts, physics engine shifts parts around.
  • Lumber is cut with augmented info on lumber appearing as you slide through the miter saw.
  • Tape measure allows you to measure materials from pile, so you are learning/reinforcing materials recognition.
  • A manual shows steps, you follow them. You insert materials in a Cartesian manner, onto sawhorses. There are also rotation operations available.
  • You choose through some tools in a menu if you picked the tools up from the pile.
  • You can carry parts, and at other times you need to carry with others. Process allows you to carry parts with real physics - so you can grab at certain locations, and if you raise one end, for example, another end is not raised unless another person is helping.
  • Basically - essence of game is placing parts in 3d space with translate rotate 6 degrees of freedom in 4D (3D + time), and ideally voice so you can coordinate with another person when you move thing so that you don't drop things.
  • But technically- is it possible for multiple people to work on different parts of the build - such as 100 modules or 200 modules at the same time?
  • Can we do a funding mechanism where teams compete to build a certain house - first to finish?
  • Difference between this and other games is that this game corresponds to reality - you are practicing a real build. Game gives youeaningful and significant skill in the actual build if you build for real.
  • This, metric of success must be correspondence to reality:
  1. Exact parts
  2. Exact tools
  3. Exact workflow
  4. Exact sequencing - ex, you can't put on the roof if you don't have walls.
  5. Ability to record and study the game - so another team could create complete instructionals!!! This is worth the equivalent of the entire custom home architecture industry, or about $10B assuming $100k salary. [1]
  6. Quality control algorithm - checks that you are using correct parts - such as 3 screws at the end of a 2x6 lumber piece.
  • It seems that a strong point could be the quality control and procedure correctness function. For example, the positional tolerance can be calculated for free-placed objects! This is indeed how it must be done - without snapping - so that it corresponds to reality - just like in CAD. That's why constraints in CAD are BS - they do not correspond to workflow integration of design-Build being done by the same person - otherwise. Why snap in CAD if you can't snap in reality? It is possible to implement 'snapping' in reality - but it has to be implemented by physical means - it doesn't happen automatically.
  • This game should be a construction set, applicable to whatever parts we choose.