## Protocol packets Vec is stored as `len:u8 *(data:T)` ```rs type Obj = [u8; 16] type Res = [u8; 32] len 00 connect(identity: u128) len ff disconnect() len 01 request_resource(name: Res) len 02 respond_resource(data: Vec) len 03 add(id: Obj, prefab: Res) len 04 remove(id: Obj) len 05 position(id: Obj, pos: Vec3, rot: Vec3) len 06 pose(id: Obj, params: Vec) len 07 parent(parent: Obj, child: Obj) len 08 sound(id: Obj, data: Vec) ``` ## Resource formats ### Prefab ``` Prefab = *(pos:f32x3 mat:f32_3x3 part:Res) ``` ### Part ``` Part = *(len_key:u16 len_value:u16 *(key:u8) *(value:u8)) Attribute = 0x01 constant:f32 / 0x02 buffer:Res / 0x03 texture:Res NewAttribute = flag:u8 constant:f32 buffer:Res texture:Res ``` | Key | Value Type | | ------------------- | ----------------- | | index | `Res<[[u16; 3]]>` | | va_position | `[Attribute; 3]` | | va_normal | `[Attribute; 3]` | | va_texcoord | `[Attribute; 2]` | | va_pbr_roughness | `Attribute` | | va_pbr_metallic | `Attribute` | | va_pbr_albedo | `[Attribute; 3]` | | va_pbr_transmission | `Attribute` | ### Texture WebP ### Shader glsl source, todo ## Player tree - LowerTorso (2x leg tilt) - FootL - FootR - UpperTorso (2x arm tilt) - HandL (5x finger, 5x tilt) - HandR (5x finger, 5x tilt) - Head (2x brow, 2x eyelid, 2x eye, 3x mouth)