Káva
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Here's our plan

Now

Character bone movement

Connect FaceMesh's body results to the character's bones to make it look alive.

Next

Public hosting

  • Domain
  • NodeJS hosting (WebRTC, Websocket Support)
  • CDN


Reduce character jitter

Currently the output of FaceMesh is quite jittery.

Smooth out the output based on confidence score. Check out how they did it over here.

Initial release and feedback

Later

Communication

Communicate over real-time chat.

The basic idea is:
  • As you type, each word is displayed individually above the player and disappears as soon as the next word is written.
  • Optional: Do a machine voice-over of the incoming words. Allow receivers to turn on speech.

This is an experimental way of communicating but it allows:
  • Requires the other party to focus on a conversation. Cannot listen to more than one player at a time, just like a real conversation
  • No chat history, or going back to what was said.
  • Requires the person talking to talk at an appropriate speed and ensure the other party is focusing on the talk.
  • Talking is not a distraction or the main focus of the experience. It is an optional part and easily ignored.


MMO-like

Scalable solution for many players. Ideas:
  • Seperate by many rooms
  • Once player count reaches certain limit, migrate players into two rooms.
  • Room management, see rooms, join specific room, find me a room.
  • Large map, chunk loading

LOD

  • Map chunks
  • Models chunking, maybe use BabylonJS's LOD
  • Player detail and rate of update based on distance
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