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Posts by spatialfree

Video
4 months ago 5 1 0 1
indie vr devs talk steam frame and predictions for half life 3
indie vr devs talk steam frame and predictions for half life 3 YouTube video by dofdev

we finally dropped the details of our take on half life 3 interactions

youtu.be/8YTlUkw6QRY

*just in case hl3 follows shortly after the awesome hardware they just announced ^-^

5 months ago 1 0 0 0

thx ^-^ <3

5 months ago 1 0 0 0

\^-^/

6 months ago 0 0 0 0

spatial continuity!

7 months ago 1 0 0 0
Video

gaussian splatting isn't just for 3D reconstruction, it's its own art form!!!

10 months ago 45 5 4 0

that turned out so good wtf nova *โ€ข*

10 months ago 3 0 1 0

xr devices are more restricted/defined by their physical environment than flatscreen devices. so it's useful to break down their product categories by that metric

based on that perspective i outlined the major industry shortcomings in each category respectively

1 year ago 1 0 0 0

XR_PROD_CATEGORY_STATE

world scale (prosocial convenience)
@apple launched w/uncanny face passthrough

room scale (maximal dof tracking)
@valve doesn't care that you are juggling a dozen dongles

desk scale (stationary precision)
@oculus long abandoned out of insecurity

1 year ago 2 0 2 0

i remember respecting how pragmatic of a headset it was, in a time where it was tempting to jump in the deep end of hw capability. it squarely stated that desk scale vr has a lot of potential on its own and is a more practical design step from flatscreen computing

1 year ago 1 0 0 0
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aw yes, the stereocle ๐Ÿง

1 year ago 0 0 0 0

ive grown to hate "from - to" as its flipped in the main function i use those terms:
dir = (to - from).norm

so ive embraced the math and model it as:
identify where to go, take(-) into account where you come from, then simplify that delta down(norm) to a scalable/workable direction

1 year ago 0 0 0 0

scale the y axis?

1 year ago 1 0 1 0

im always pleasantly surprised by how much fun remote controlling a little vehicle is in vr ^-^

1 year ago 1 0 0 0

rotors made up of bivectors ftw

1 year ago 4 0 1 0
Video

Way back in the day, I did many little experiments to reimagine non-VR games/mechanics in VR. Here's a Binding of Isaac experiment from 2016. Obviously shooting tears out of your eyes in VR wouldn't be very comfortable, so I turned the player's hand into a floating Isaac.

1 year ago 113 9 11 0

*it'd need to be a choker for good contact/connection ๐Ÿ‘

1 year ago 3 0 1 0
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rounding out the edges made the corner pockets look far less weird ^-^๐Ÿ‘ #xr #gamedev

1 year ago 4 0 1 0