High Fidelity have opens the doors on their new documentation resource, which is intended to be a living resource for all things HiFi, and to which users involved in the current Alpha programme are invited to contribute and help maintain in order to see it develop and grow.
Introducing the new resource via a blog post, Dan Hope from High Fidelity states:
This section of our site covers everything from how to use Interface, to technical information about the underlying code and how to make scripts for it. We envision this as being the one-stop resource for everything HiFi.
What’s more, we want you to be a part of it. We’ve opened up Documentation to anyone who wants to contribute. The more the merrier. Or at least, the more the comprehensive … er. And accurater? Whatever, we’re better at software than pithy catchphrases. Basically, we think that the smart people out there are great at filling in holes we haven’t even noticed yet and lending their own experience to this knowledge base, which will eventually benefit everyone who wants to use it.
Already the wiki-style documentation area contains a general introduction and notes on documentation standards and contributions, a section to the HiFi coding standard; information on avatar standards, including use of mesh, the skeleton, rigging, etc; information on various APIs, a range of tutorials (such as how to build your avatar from MyAvatar), and client build instructions for both OS X and Windows.
All told, it makes for an interesting resource, and Dan’s blog post covers the fact that the documentation project is also linked to the HiFi Worklist, allowing those who prefer not to write documentation to highlight areas of improvement / clarification or which need writing to those who enjoy contributing documentation, and being rewarded for their efforts.
As well as the link from the blog post, the documentation resource can be accessed from the High Fidelity website menu bar – so if you’re playing with HiFi, why not check it out?
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With thanks to Indigo Mertel for the pointer.
I suspect virtual worlds can be compared to online auction sites. There is ebay and people kinda have enough with ebay because you can list all you need on ebay, it never gets full.
The only reason why virtual worlds are a bit scattered with opensim grids is because of the years of abuse by the platform provider Linden Lab
Should ebay have treated their userbase and power sellers like Linden Lab has treated their customers over the years the online auction platforms would look different today not to mention the value of ebay stock.
High Fidelity requires the use of software you licence for 1500 US$ per year. That is 1500 US$ to make a custom avatar as High Fidelity depends on this system to be used with facial animations. Then you need an Oculus Rift 300 $ and Leap Motion 100 $ and most likely you want a Hydra. So to “play” High Fidelity you need about 2000 US$ to start.
You can do it for cheaper but then you miss out on “the High Fidelity experience”
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So far as I’m aware, High Fidelity haven’t issued precise costs of those services through which they plan to generate revenue (although avatar names is certainly one area that has been mentioned, as has that of domain names). Could you point me towards where this figure is discussed? I’m intrigued to know more.
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