Communities require fresh content to stimulate their formation and growth. Today, content and communities exist across the internet in various walled gardens, such as games and social media platforms. The M² project aims to break down barriers between these silos, connecting all of this independent value in a format that enables interactive, curated, composed, and remixed content within live, immersive experiences.
To achieve this, the M² ecosystem needs to:
Define open standards for describing properties, visuals, meaning, and behavior of Metaversal Objects
Develop editors and hosting services that enable non-game developers to create, compose, and share Metaversal Objects.
Make it quicker, cheaper, easier, and more commercially attractive to create and host experiences through the composition of Metaversal Objects.
Implement game engine integrations capable of loading independently created content and scaling to support emergent demand.
The M² Technology Stack Diagram Expanded with Platform and MML components
Diagram of layers of interoperability
Interoperability in web3 refers to various aspects, from protocol compatibility to commerce across applications. For M², interoperability means the ability of a virtual object to move between experiences in a meaningful and interactive way. M² is working with the broader ecosystem and community to create standards that ensure objects can interoperate across metaverses on the network.
While common file formats exist for 3D meshes and animations, there's a lack of standardization for executing object behaviors.
Solution - Simple Web-based Scripting – Metaverse Markup Language (MML)
The architecture of MML allows servers to run interoperable content separate from a game world, enabling the loading of a given live instance of interoperable content into one or more game worlds.
Example: ducks and cube in grass world
ducks and cubes in white plane world at same time
Example MML script
MML currently runs in the web browser and is integrated into the Morpheus World Engine. We plan to create and release plugins for other engines (such as Unity, Unreal, and Godot).
MML can be used independently of M². You can find out more about the latest on the project at mml.io.