Problem / Solution
Problems with current web3 metaverse infrastructure
They were built for games that are coded, compiled and ran on devices. The games are made and distributed in a centralised way where permission must be sought for extending / modding the games.
A Web-First engine is a must for persistent experiences, interoperability, ownership and permissionless building.
KIP Engine tackles the largest Web3 "metaverse" gaming problems such as persistence, interoperability and achieving high quality dynamic environments thanks to its physics and its real time rendering of major visual effects such as lighting, shadows and ambient occlusion. We use low level 3D graphics algorithms built especially for large scale environments.
Unlike most other game engines which make preloading games, we can create infinitely scalable environments with millions of objects that appear on screen in real-time and are secured by the blockchain.
Current browser-based engines are slow to load and resource intensive. In order to stay performant, games restrict the graphics and physics at terrible cost for creative freedom and mobile browser support.
Kip Engine is super efficient, fast loading and works across multiple platforms. It is created entirely with low level algorithms e.g C++ and WebGL for 3D rendering and exports to WebAssembly, thus having immersive, highly detailed games that run at near native speeds.
Unity provides ability to export as a web application, however the resultant code is bloated and not optimised for the web. This adds both time and cost to ship a game. If you want to add Gamefi and NFTs you need to know blockchain coding which is another barrier to entry.
The metaverse studio is the easy no-code way to make and publish cool 3D Experiences, saving time and money. Users search and find assets from the asset library to drag and drop into their metaverse games and experiences. Think of it as "the metaverse's Tik-Tok". We support 3D file import and optimise them automatically. There is full control over lighting, materials, interactivity and adding Gamefi mechanics such as P2E or NFT minting. These assets can be backed by Arweave for permanent storage and to our marketplace.
In the metaverse, all users should be able to build content. However, traditional game engines are notoriously difficult to use without formal training. Sharing content is just as difficult: you need to compile the files, then apply on centralised app store, and then, hope for users to be willing to download and install large files. There are a few browser games, but most are limited to desktop browsers, and still require pre-download.
a) Apple store, Google control which apps get launched, they control the customer data, customer relationship and can block or remove apps they disagree with at whim. Most recently steam platform banned all crypto and blockchain games.
b) Apple and Google also take hefty commissions from all sales carried out by apps on their stores.
c)The user must search, find and download the right software and perhaps go through complex registration process to take part.
See above for the no-code metaverse editor. Kip Engine is a one stop platform easily accessible over the web, where developers can build and share their creations. Creators and players can both build and play without the use of any plugins or need to download. Content is easily shared via social media or messaging.
Assets can't be reused within games, nor can they be combined with other assets to have multiple usecases. There isn't a way for their use and properties to be universally understood. Once minted as NFTs they can't be updated. Game developers rarely develop with compatibility with other games (even made by same studio) in mind. If the metaverse is persistent, hundreds years into the future, assets (say a digital skyscraper) will need to be upgraded easily, otherwise they'll lose value or become obsolete.
Assets are customisable and composable, integrated with the asset library. Complex assets can be worked on by teams while still on permanent storage.Game assets which are imported into Kip Engine can be categorised using Kip taxonomy system, an open standard we will publish for gaming NFTs. Before a new asset is minted as an NFT, it undergoes a series of categorisation steps. This allows for meta data to be stored for the asset - thus defining a set of standards for that item. Game assets can therefore be used in multiple experiences and even having additional functionality added. In future these standards will all be guided by DAO governance.
Race car example A user designs a new racing car either with our editor tools or from an external source. Once they design they follow pre-existing categorisation flows. This will collect data about the item to help classify it correctly. In this example, the user will optionally label the vehicle, its speed, indicate which part is it's front, which its back etc
Users will be able to create new experiences around existing assets, thus giving them more fun and extending their usefulness e.g. imagine a platform racing game where cryptopunk holders can only participate in. For example, their cryptopunk NFT could be a playable character within the game.
The underlying assets that make up today's metaverse, e.g. the interface, sky, game assets, avatars etc are either static or on centralised servers or on solutions that may eventually remove content when the storage costs are not covered. Roblox games can only be created with Roblox Studio, are restricted to being played within the Roblox App, are mostly discovered using the Roblox discovery portal. It is monetised with Robux using the Roblox Marketplace, with all customer contact and financial information retained by Roblox itself. This gives Roblox all kinds of natural advantages, from resisting competition to locking in their audience, as well as preventing their content creators from gaining any negotiating leverage.
Assets are backed by Arweave and have permanence. We plan to open and decentralise our technologies and have DAO based governance. Content / Games will be open.