#MetaHorizon

2025-11-12
There's a lot of talk about male-defaultism these days. You know what else is totally male-default? Avatars in 3-D virtual worlds. At least if they can be modified in-world instead of being monoliths like from places like Ready Player Me.

Almost everytime an avatar system is being designed for virtual worlds, it's designed with only adult males in mind. Eventually, someone will ask the question, "Well, and how do we make female avatars?" It'll probably be those who design either the avatar parts if the avatars are sufficiently modular or the complete avatars if they're monolithic. But this won't occur before the avatar system is finalised to the point at which it can't be substantially reworked anymore.

If you're lucky, female avatars get a somewhat slimmer waist. Or a pair of boobs, maybe only one that's being hinted at by a single bulge. If you're very lucky, they get both. If you're unlucky, there's only one hard-coded body shape, and all they get is more feminine clothing for the upper body, maybe even painted onto the one body shape that's available. In fact, you'll probably have as many "clothing items" for women as for men, all of which were designed by guys. All of whom are software developers with next to no sense of fashion.

Oh, and you get female-looking hairstyles, none of which are even shoulder-long. Well, except maybe for one ponytail that stands off so far that it has no chance of clipping into the body because the head motion is too limited.

Seriously, though: Even if your virtual world system is only planned for purely professional purposes, i.e. business, industrial, governmental, organisational otherwise, and extra care is taken that it will never be used by anyone in their spare time, even then this won't nearly be sufficient. If you plan to hold formal (not necessarily as in business formal) events, it'll be even less sufficient. If it's supposed to be an all-purpose virtual world system, a "metaverse for everybody" that people will use in their spare time, it'll suck completely.

I dare say that I've been using 3-D virtual worlds for longer than most of those who design them from the ground up nowadays. I've been in OpenSim for five and a half years now. I've built both male and female avatars. So I know first-hand what it's like.

OpenSim's default avatar, which also used to be the default avatar in Second Life long long ago, is female. She is named Ruth. But she's based on an avatar system that's mostly geared towards male avatars, and her hairstyle is more of a mullet because this avatar system can't even grow hair over the ears, because guys don't normally wear their hair over their ears. She isn't even really pretty. She can easily be switched to her male pendant, Roth: A bit less shapely, no boobs, therefore abs and pecs, the hair is shorter, and the face changes a little.

Now, if you want to see what kinds of avatars people actually make in Second Life nowadays, just look around (content warnings: eye contact, mild female nudity) PrimFeed, the Flickr alternative created exclusively for Second Life users. These pictures were actually rendered in-world and not by an AI. They show actual Second Life avatars, often even daily-driver avatars, in actual Second Life environments.

Short hair? Long pants? Almost only on male avatars, if at all. And today's male avatars have even more chiseled abs than 22 years ago. And chiseled faces and chiseled everything.

Female avatars, on the other hand, are shapely like you wouldn't believe from a virtual world unless you've been there yourself. Big butts. Big boobs and actual boobs. Dresses. Skirts. Bikinis. Lingerie. High heels, almost never under 15cm or 6 inches, sometimes even higher with platform soles. And: long hair. And with "long hair" I mean lush long locks, not just longer than male hair.

By the way: Nothing of what you see in the images was supplied by Linden Lab. Everything that the avatars and the landscapes consist of was made by users. It has basically always been the users who drove Linden Lab to refining Second Life's avatar system, often by working around its limitations and repurposing features.

Sooner or later, users with female avatars will demand three things for them. Male-centric avatar systems will be unfit to deliver either.

Long hair


The challenge with long hair is to not only make it look natural and, especially, keep it from clipping into the body. Extra challenge: If the clothes aren't simply painted on, keep it from clipping into the clothes when the head moves.

Of course, this point is moot if avatars can't move their heads. Which Second Life and OpenSim avatars can.

Skirts and dresses


This point is moot if avatars don't have legs. You know, like in Meta Horizon or (formerly Mozilla) Hubs.

But if they do, then even in a strictly business environment, I wouldn't too firmly count on all women being content with putting trousers on their avatars. They will wish for pencil skirts.

Skirts and dresses will pose a whole bunch of challenges. None of them is to keep people from upskirting, especially if the camera can move independently from the avatar which it should be able to do in good virtual worlds. In fact, depending on how a skirt or dress is shaped, preventing upskirting can be quite trivial. So that isn't one of the challenges.

No, the first challenge is to rig skirts in such a way that the legs don't clip through them, no matter how the legs move. If you manage to get that done with one kind of skirt, try again with another nine kinds of skirts. Including a pencil skirt.

Think you got that pat down? Well, here's the next challenge: Rig them in such a way that they look good when the avatar is sitting. This is rather trivial with pencil skirts. Now try it with a circle skirt in such a way that the skirt doesn't stand off as if it's made of wood. Extra challenge: Try it with a 1950s poodle skirt. These are just about as unthinkable in virtual worlds as 50s-style corrugated stainless steel diners. Trust me, someone will build the latter.

If you think it's smart to simply hide the legs from the skirt hem upwards so they won't clip, this will come back to bite you once the avatar sits down.

By the way: Even Second Life has never managed the former, and neither has OpenSim. And the latter is hit-and-miss with more miss than hit, and it works best with the old "painted-on" system skirt.

The cherry on top would be if skirts still flowed halfway naturally, and if skirts with a looser fit swayed with the motion of the avatar. This requires not only at least a basic physics model, but also a collision system.

High heels


Again, this point is moot if avatars don't have legs. But if avatars don't have legs, they'll be ridiculed. Yes, they will.

It doesn't matter how high the heels have to be. They don't have to be 15cm spike heels. Or 30cm spike heels with 15cm platforms.

So you want a virtual business environment first and foremost. Then your female users will wish for footwear that isn't men's leather shoes. And not ballet flats or Mary Janes either. Something with at least slightly raised heels. Just like they'll wish for pencil skirts; see above.

Okay, so you may manage to put high-heeled shoes on your avatar. Now, the first challenge will be to get the avatar's feet into the shoes. You know, the same feet that are firmly rigged into a flat position because that's all you need for male avatars (until someone comes and wants to cosplay Dr Frank N. Furter).

So you've reworked large parts of your avatar system to allow for other foot positions than flat? Good luck. Now adjust the avatar's Z position accordingly because the feet and the shoes are clipping into the floor. Ready to pump another few thousand man-hours into something else that you didn't take into consideration when designing your avatar system?

In Second Life and OpenSim, the former could only be solved in a satisfactory way by attaching different feet. Or, in the case of mesh bodies from Second Life, by giving it a whole bunch of feet in various positions and using a HUD to make the appropriate pair visible and the other ones invisible. The latter requires manual adjustment or some long forgotten trickery from almost two decades ago.

Finally...


I've read about four worlds and world systems that have tackled at least the former two points, namely by implementing a basic skeleton-based physics system that's a big upgrade in comparison to flexi prims in Second Life and OpenSim. Its big advantage is a basic collision model that makes hair and skirts (and anything else that needs it that you want to attach to your avatar) nicely flowy with little to no risk of clipping.

The thing is: Sansar was launched by Linden Lab as a kind of Second Life successor. That was at a point at which Second Life already had user-made, highly detailed fitted mesh bodies from various vendors.

High Fidelity was launched by Philip Rosedale. Also known as Philip Linden. The guy who invented Second Life in the first place and who led it for many years.

Well, and Vircadia is a High Fidelity fork, and Overte is a Vircadia fork.

This goes to show how virtual worlds are developed by people who have years upon years of experience with already existing virtual worlds and their users and creations.

And it goes to show that even reading Neal Stephenson's Snow Crash (which, by the way, introduced the word "metaverse" as early as 1991) doesn't give you the knowledge that personal experience with and in virtual worlds does. For Philip Rosedale has read it, and it has inspired him to make Second Life in the first place. But it has not inspired him to add certain elements for building female avatars right off the bat.

Unfortunately, however, even being prepared for that won't necessarily save a virtual world: Both Sansar and High Fidelity are no more. But that wasn't due to their avatar systems.

#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Horizon #HorizonWorlds #MetaHorizon #Sansar #HighFidelity #Vircadia #Overte #Metaverse #VirtualWorlds #Avatar #Avatars #MaleCentric #MaleCentricism #MaleDefault #MaleDefaultism
2025-11-12
There's a lot of talk about male-defaultism these days. You know what else is totally male-default? Avatars in 3-D virtual worlds. At least if they can be modified in-world instead of being monoliths like from places like Ready Player Me.

Almost everytime an avatar system is being designed for virtual worlds, it's designed with only adult males in mind. Eventually, someone will ask the question, "Well, and how do we make female avatars?" It'll probably be those who design either the avatar parts if the avatars are sufficiently modular or the complete avatars if they're monolithic. But this won't occur before the avatar system is finalised to the point at which it can't be substantially reworked anymore.

If you're lucky, female avatars get a somewhat slimmer waist. Or a pair of boobs, maybe only one that's being hinted at by a single bulge. If you're very lucky, they get both. If you're unlucky, there's only one hard-coded body shape, and all they get is more feminine clothing for the upper body, maybe even painted onto the one body shape that's available. In fact, you'll probably have as many "clothing items" for women as for men, all of which were designed by guys. All of whom are software developers with next to no sense of fashion.

Oh, and you get female-looking hairstyles, none of which are even shoulder-long. Well, except maybe for one ponytail that stands off so far that it has no chance of clipping into the body because the head motion is too limited.

Seriously, though: Even if your virtual world system is only planned for purely professional purposes, i.e. business, industrial, governmental, organisational otherwise, and extra care is taken that it will never be used by anyone in their spare time, even then this won't nearly be sufficient. If you plan to hold formal (not necessarily as in business formal) events, it'll be even less sufficient. If it's supposed to be an all-purpose virtual world system, a "metaverse for everybody" that people will use in their spare time, it'll suck completely.

I dare say that I've been using 3-D virtual worlds for longer than most of those who design them from the ground up nowadays. I've been in OpenSim for five and a half years now. I've built both male and female avatars. So I know first-hand what it's like.

OpenSim's default avatar, which also used to be the default avatar in Second Life long long ago, is female. She is named Ruth. But she's based on an avatar system that's mostly geared towards male avatars, and her hairstyle is more of a mullet because this avatar system can't even grow hair over the ears, because guys don't normally wear their hair over their ears. She isn't even really pretty. She can easily be switched to her male pendant, Roth: A bit less shapely, no boobs, therefore abs and pecs, the hair is shorter, and the face changes a little.

Now, if you want to see what kinds of avatars people actually make in Second Life nowadays, just look around (content warnings: eye contact, mild female nudity) PrimFeed, the Flickr alternative created exclusively for Second Life users. These pictures were actually rendered in-world and not by an AI. They show actual Second Life avatars, often even daily-driver avatars, in actual Second Life environments.

Short hair? Long pants? Almost only on male avatars, if at all. And today's male avatars have even more chiseled abs than 22 years ago. And chiseled faces and chiseled everything.

Female avatars, on the other hand, are shapely like you wouldn't believe from a virtual world unless you've been there yourself. Big butts. Big boobs and actual boobs. Dresses. Skirts. Bikinis. Lingerie. High heels, almost never under 15cm or 6 inches, sometimes even higher with platform soles. And: long hair. And with "long hair" I mean lush long locks, not just longer than male hair.

By the way: Nothing of what you see in the images was supplied by Linden Lab. Everything that the avatars and the landscapes consist of was made by users. It has basically always been the users who drove Linden Lab to refining Second Life's avatar system, often by working around its limitations and repurposing features.

Sooner or later, users with female avatars will demand three things for them. Male-centric avatar systems will be unfit to deliver either.

Long hair


The challenge with long hair is to not only make it look natural and, especially, keep it from clipping into the body. Extra challenge: If the clothes aren't simply painted on, keep it from clipping into the clothes when the head moves.

Of course, this point is moot if avatars can't move their heads. Which Second Life and OpenSim avatars can.

Skirts and dresses


This point is moot if avatars don't have legs. You know, like in Meta Horizon or (formerly Mozilla) Hubs.

But if they do, then even in a strictly business environment, I wouldn't too firmly count on all women being content with putting trousers on their avatars. They will wish for pencil skirts.

Skirts and dresses will pose a whole bunch of challenges. None of them is to keep people from upskirting, especially if the camera can move independently from the avatar which it should be able to do in good virtual worlds. In fact, depending on how a skirt or dress is shaped, preventing upskirting can be quite trivial. So that isn't one of the challenges.

No, the first challenge is to rig skirts in such a way that the legs don't clip through them, no matter how the legs move. If you manage to get that done with one kind of skirt, try again with another nine kinds of skirts. Including a pencil skirt.

Think you got that pat down? Well, here's the next challenge: Rig them in such a way that they look good when the avatar is sitting. This is rather trivial with pencil skirts. Now try it with a circle skirt in such a way that the skirt doesn't stand off as if it's made of wood. Extra challenge: Try it with a 1950s poodle skirt. These are just about as unthinkable in virtual worlds as 50s-style corrugated stainless steel diners. Trust me, someone will build the latter.

If you think it's smart to simply hide the legs from the skirt hem upwards so they won't clip, this will come back to bite you once the avatar sits down.

By the way: Even Second Life has never managed the former, and neither has OpenSim. And the latter is hit-and-miss with more miss than hit, and it works best with the old "painted-on" system skirt.

The cherry on top would be if skirts still flowed halfway naturally, and if skirts with a looser fit swayed with the motion of the avatar. This requires not only at least a basic physics model, but also a collision system.

High heels


Again, this point is moot if avatars don't have legs. But if avatars don't have legs, they'll be ridiculed. Yes, they will.

It doesn't matter how high the heels have to be. They don't have to be 15cm spike heels. Or 30cm spike heels with 15cm platforms.

So you want a virtual business environment first and foremost. Then your female users will wish for footwear that isn't men's leather shoes. And not ballet flats or Mary Janes either. Something with at least slightly raised heels. Just like they'll wish for pencil skirts; see above.

Okay, so you may manage to put high-heeled shoes on your avatar. Now, the first challenge will be to get the avatar's feet into the shoes. You know, the same feet that are firmly rigged into a flat position because that's all you need for male avatars (until someone comes and wants to cosplay Dr Frank N. Furter).

So you've reworked large parts of your avatar system to allow for other foot positions than flat? Good luck. Now adjust the avatar's Z position accordingly because the feet and the shoes are clipping into the floor. Ready to pump another few thousand man-hours into something else that you didn't take into consideration when designing your avatar system?

In Second Life and OpenSim, the former could only be solved in a satisfactory way by attaching different feet. Or, in the case of mesh bodies from Second Life, by giving it a whole bunch of feet in various positions and using a HUD to make the appropriate pair visible and the other ones invisible. The latter requires manual adjustment or some long forgotten trickery from almost two decades ago.

Finally...


I've read about four worlds and world systems that have tackled at least the former two points, namely by implementing a basic skeleton-based physics system that's a big upgrade in comparison to flexi prims in Second Life and OpenSim. Its big advantage is a basic collision model that makes hair and skirts (and anything else that needs it that you want to attach to your avatar) nicely flowy with little to no risk of clipping.

The thing is: Sansar was launched by Linden Lab as a kind of Second Life successor. That was at a point at which Second Life already had user-made, highly detailed fitted mesh bodies from various vendors.

High Fidelity was launched by Philip Rosedale. Also known as Philip Linden. The guy who invented Second Life in the first place and who led it for many years.

Well, and Vircadia is a High Fidelity fork, and Overte is a Vircadia fork.

This goes to show how virtual worlds are developed by people who have years upon years of experience with already existing virtual worlds and their users and creations.

And it goes to show that even reading Neal Stephenson's Snow Crash (which, by the way, introduced the word "metaverse" as early as 1991) doesn't give you the knowledge that personal experience with and in virtual worlds does. For Philip Rosedale has read it, and it has inspired him to make Second Life in the first place. But it has not inspired him to add certain elements for building female avatars right off the bat.

Unfortunately, however, even being prepared for that won't necessarily save a virtual world: Both Sansar and High Fidelity are no more. But that wasn't due to their avatar systems.

#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Horizon #HorizonWorlds #MetaHorizon #Sansar #HighFidelity #Vircadia #Overte #Metaverse #VirtualWorlds #Avatar #Avatars #MaleCentric #MaleCentricism #MaleDefault #MaleDefaultism
Mossad-Ultrá Oliver 📟oliver@die-partei.social
2025-10-10

@iieksi @Xboxmedia Wegen des #GamePass Launch zurück zur Konsole gekommen - wegen der Entwicklung des Game Pass schon lange wieder weg von der #Xbox. 🤭
Mal sehen, ob nun bei der #MetaQuest in den nächsten Jahren eher ebenfalls die Enshittification oder doch eher der Shutdown droht.
#MetaHorizon

2025-07-19

How do I switch off the ambient noise of the virtual environment?

When I start Horizon OS on my Meta Quest 2, I hear ambient noise associated with the chosen Skybox. Depending on choice, birdsong, city traffic or whatever. However, when using PWAs (like Netflix) or certain apps (like Apollo for video game streaming), these background noises continue. If I select the (very ugly) soundbox ‘Bubbles’, I have complete silence. Does anyone know of a way to simply switch off the ambient noise of the virtual environment completely?

#MetaQuest #HorizonOS #MetaHorizon @metaquest

Benjamin J GilbertBgilbert1984
2025-06-23

The NL_SIGNAL_SCYTHE GenAI tools like Mesh Generation in Horizon Worlds. 🚀 Download the desktop editor to get started: bit.ly/3ZYNwxh
Creators in the US, UK, Canada, Australia, and New Zealand can access our comprehensive suite of AI tools - Horizon Worlds desktop editor 🛠️✨ rapid prototyping translate big ideas into engaging, high-fidelity worlds for The Netherlands to explore. They don't have access to these yet so I made something for them.

2025-03-15
@Ton Zijlstra @Metaverse 💞 beyond.pictures The entire "Metaverse = blockchain + crypto + NFTs" cryptobro scene seems blissfully unaware of the existence of @Second Life (tagging them so they can have a laugh for the weekend if they notice). In fact, apparently, so does almost everyone who started a virtual world since the mid-2010s, especially since Meta's Horizon announcement. A few virtual world makers may be fully convinced that Second Life is dead and gone since 2008 or 2009, just like so many others. Most of them, however, seem to never even have heard that name ever before.

The only exception seems to be Horizon itself, but only because it was spearheaded by a former Linden. And even then, Horizon failed because Zuckerberg had too much control and, at the same time, no idea whatsoever how virtual worlds work.

It's especially the cryptobros who put raking in money above and before anything else. Sure, a commercial virtual world needs a business model and a steady source of income to stay afloat. But the "business model" of many crypto-based virtual worlds is, "First I'll sell land to celebrities and megacorporations for cryptocurrency worth millions of real-life dollars a patch. Then I'll rake in even more money when the cryptocurrency rises in value as people start speculating with it. And then, well, yeah, I guess I'll take care of the world." Lots of "metaverses" tanked because they sold NFT deeds to virtual land that they never actually managed to create.

Decentraland actually exists, you have to give them that.

Still, the makers of Decentraland had and still have to learn a lot of things about virtual worlds the hard way if they refuse to look at other worlds and what makes them successful.

This includes in-world building. Just because it's possible, doesn't mean it's convenient. And virtual worlds based on game engines like Unity3D or the Unreal Engine don't make it convenient. If you want a city in-world, you have to build the entire city in an external game scene editor as one block, all small details included, script it there, export it, convert it, and then you can import it. You can't actually build anything in-world. You can't change anything in-world. If you have a few more visitors at home, and you want to add a chair or two, you have to fire up the editor, edit the whole scene, add the chairs there, export it again, convert it again and throw everyone out of your home because you have to delete and re-import the entire scene.

Second Life lets you add a chair right there, right then. Second Life lets you build furniture on the spot if you're skilled enough. Or entire buildings. At "worst", the external tools you use are Blender for 3-D meshes and Photoshop or GIMP for textures so the single objects you make look better. And still, you piece your part of the world together from big and small objects in-world. Say about Second Life's graphics engine what you want, but it facilitates world-building greatly because it doesn't require in-world places to be static, monolithic scenes like in video games.

Speaking of which, Second Life is often criticised for its learning curve and bad on-boarding. Decentraland seems to manage to be even worse.

Oh, and if the makers of Decentraland had actually done their homework and some more research, they wouldn't use that stupid "first decentralised metaverse ever" claim. It's stupid because it's wrong.

The "first decentralised metaverse" came to exist in 2007 already with OpenSimulator, a free and open-source server-side re-implementation of Second Life's technology. The term "metaverse" has actually been used around OpenSim since 2007, including by (now offline for extended maintenance) OSgrid, the first public OpenSim grid, the oldest still existing OpenSim grid and one of the two biggest OpenSim grids.

Decentraland is "decentralised" in the crypto sense: It uses its own cryptocurrency rather than relying on one of the big ones like Bitcoin, Etherium or Dogecoin. But as a virtual world, it's still one big monolithic walled garden.

OpenSimulator is decentralised by being the technology underneath well over 3,000 big and small individual virtual worlds. Now it comes: Almost all of them are connected to one another via the so-called Hypergrid which was created in 2008. You can have an avatar on one grid and visit another grid with that avatar, even taking your inventory with you. You can have friends on other grids. You can join groups on other grids (although group functionality across grid borders can be hit-and-miss).

Lastly, virtual land NFTs being cash cows only works because people don't know about Second Life or think it's dead, and because they've never heard of OpenSim. There are more than enough stories of people or companies shelling out eight-digit US dollar sums for patches of land in new virtual worlds.

AFAIK, Second Life charges you some $250 of monthly rent for a 256x256m standard region with an island on it, surrounded by ocean, and $300 per month for the same size of land on the mainland. Granted, only if you can get that land in the first place.

@Lone Wolf's Wolf Territories Grid has various offerings, depending on land size and capacity. The default is a bit over $25 a month for 1,024x1,024m and 20,000 prims. And the Wolf Territories, being a commercial grid, are actually considered expensive because the "standard" has been $10/month for 256x256m and 15,000 prims, and some grids go as low as $5/month for 256x256m. You're likely to get what you pay for, but still.

This is also possible because, unlike Second Life, unlike Decentraland, unlike Horizon, unlike almost all other virtual worlds, land is not scarce in OpenSim. Anyone can literally make their own land in OpenSim. You can run OpenSim on a Web server or on a machine at home. You can host your own land as a stand-alone and attach it to an existing grid, although only few grids allow this. Or you can even host your own entire grid and open it to the Hypergrid if you so desire. The vast majority of grids is home-hosted.

In fact, all those who are working on building the "open Metaverse" should take quite a few more closer looks at OpenSim. Otherwise they're bound to make some very painful mistakes.

#Long #LongPost #CWLong #CWLongPost #Decentraland #Blockchain #Crypto #Cryptocurrency #Cryptocurrencies #NFTs #MetaPlatforms #MetaHorizon #Horizon #HorizonWorlds #SecondLife #OpenSim #OpenSimulator #Hypergrid #Metaverse #VirtualWorlds #Decentralised #Decentralized
The 3 Eyed Tiger3EyedTiger
2025-01-24

Fit XR 'n' Chill - Day 4 Coming Later Today on my youtube channel - go subscribe

Parts 1-3 are live now!


@metahorizon

@metaquest

SplatsplasmVRsplatsplasm
2025-01-06

Ever wonder what you're made of? Stardust? 🌌 Maybe… unless you’re an alien in Splatsplasm! Then it’s all green goop and chaos. 👾💥 Check out the splat-tastic action in this sneak peek! linktr.ee/splatsplasm








The 3 Eyed Tiger3EyedTiger
2024-12-31

2,230 people will be coming tonight, this is going to be mad. See you there

whitelotus.club

#2024

@metahorizon @metaquest

The 3 Eyed Tiger3EyedTiger
2024-12-29

Big UK & European New Years party for ages 25+, join from the comfort of your own living room

1,500 people have registered already

Best bit? It's completely free, see u there

RSVP now whitelotus.club

Like & Share

apfeltalk :verified:apfeltalk@creators.social
2024-12-28

Meta Quest App erreicht Top-Platzierung im App Store
Die Meta Quest Headsets zählten dieses Weihnachten zu den gefragtesten Geschenken. Besonders die neue Meta Quest 3S überzeugte viele durch ihre Kombination aus Leistung und Preis. Auch die zugehörig
apfeltalk.de/magazin/news/meta
#News #Zubehr #AppStore #AppleVisionPro #ARTechnologie #MetaHorizon #MetaQuest #SmartDevices #VirtualReality #VRTechnologie #Weihnachtsgeschenke2024

The 3 Eyed Tiger3EyedTiger
2024-12-26

For the 25+ crowd, whitelotus.club

Fresh daily content. Smash like, follow and leave a comment x

@metahorizon @metaquest

The 3 Eyed Tiger3EyedTiger
2024-12-20

Bored of going out for new years?

Come join us at the White Lotus 2024 Big UK & European New Years Party - bring your own bottle and you don't even need to leave your sofa

Last year was so much fun, expect no less this year

Spaces are limited, RSVP now

horizon.meta.com/event/1116627

The 3 Eyed Tiger3EyedTiger
2024-12-17

Hope to see you guys at tonights Cosy Christmas Movie Night, 8:30pm (UK Time) over in Banter

Set a reminder, see u there

Remember, Banter is available on Meta Quest headsets and with/without VR on Steam also - all free

The 3 Eyed Tiger3EyedTiger
2024-12-09

Cosy movie nights coming soon. Open Daily. Uk/European Evening Operating Hours

Come find us on Meta Horizon and Sidequest Banter

@metahorizon @metaquest

The 3 Eyed Tiger3EyedTiger
2024-12-06

Calling it, weekend begins now. Stay safe with tonight's incoming Storm Darragh everyone

White Lotus opens at 19:30pm UK Time

Fresh daily content. Smash like, follow and leave a comment x

@metahorizon @metaquest

The 3 Eyed Tiger3EyedTiger
2024-12-06

Friday. Will be doing some more Blender and Typescript livestreaming later today and through the weekend - make sure you've got notifications on because i'm not sure exactly when.

The 3 Eyed Tiger3EyedTiger
2024-12-05

Don't let the weather get you down. Make yourself a hot cocoa and come and join us later x

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