Online graphics in the late 1980s were severely restricted by the need to support modem data transfer rates as low as 300 bits per second. Habitat's graphics were stored locally on floppy disk, eliminating the need for network transfer.
Post by twetch#4355
Users in the virtual world were represented by onscreen avatars, meaning that individual users had a third-person perspective of themselves, making it rather like a videogame.
What the chain says
- Block
- 608 747
- Time
- 2019-11-14T10:40:53Z
- Signer
- 1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE
- App
- twetch
- Type
- reply
- Content type
- text/plain
- Name in tx
- twetch#4355
Fields the transaction did not carry are omitted. Open the payload to see the bytes as stored.
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1AKHViYgBGbmxi8qiJkNvoHNeDu9m3MfPE VerifiedReplies (5)
Players in the same region (denoted by all objects and elements shown on a particular screen) could see, speak (through onscreen text output from the users), and interact with one another.
Habitat was governed by its citizenry.
The only off-limits portions were those concerning the underlying software constructs and physical components of the system.
The users were responsible for laws and acceptable behavior within Habitat.