Seed Eco-Home Training MMOG
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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:
- Exact parts
- Exact tools
- Exact workflow
- Exact sequencing - ex, you can't put on the roof if you don't have walls.
- 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]
- 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. So we can build a tractor, house, village, 3D printer, aquaponic greenhouse.