In Cellar Door, a pane can be a door. Open it and you move to another scene. The terminal gives the world its rooms, edges and paths. A map helps you get back to where you started.
Visit a world
A world is a portable collection of scenes. Its author decides what you encounter and how you move through it. AFTERHOURS is one example to explore. Watch how the arrangement changes as you move rather than reading each scene as a separate terminal screen.
Enter a world shared by a paired peer over P2P, or visit a host that offers SSH access. The host authenticates you and decides which world you can enter. A visitor can see where they are, who else is present through the visitor count, and how to leave. The host can share a place for people to visit without handing out its authoring tools.
A walk through AFTERHOURS
In Signal Garden you can follow the central aisle or turn aside to inspect an installation. A doorway takes you to Electric Reef, then another leads to Midnight Arcade. The three doors form a loop. Across those scenes there are twenty animated installations and three places to stop and talk.
The loop is a small decision by the world’s author, but it changes the visit. You can wander without worrying that you’ll lose your way out. You can tell someone to meet you in the Arcade and have that name refer to a place they can walk to. A room is a useful unit of sharing because it has a location and a context, even before anyone speaks.
Open the bundle with bin/studio -world assets/worlds/afterhours from the Cellar Door repository and choose View to walk it. Studio also lets the author make changes and save them. The visitor’s view has a different job. It offers movement, a location and a way to leave.
A world has a durable form. Its saved scenes, authored doors and assets travel as a portable bundle. A visitor’s camera and current view belong to that visit. Keeping those separate lets an author save changes to the world without making everyone else’s viewpoint part of the saved scene.
Beyond a single world
A door can lead to a scene on the same host or take you to a world shared by another peer. At the new host, your access is checked again. The world host owns the scene and decides which visitors can observe it or make changes. Moving your view through the world is personal to your visit.
If a shared terminal is part of the visit, Sakura attaches your client to the running terminal on its host. It sends a screen snapshot followed by live output and carries input when the grant allows it.
For another kind of place, see The Infinite Canvas. Traverse the Network brings the two experiments together.