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 ^-^
thx ^-^ <3
\^-^/
spatial continuity!
gaussian splatting isn't just for 3D reconstruction, it's its own art form!!!
that turned out so good wtf nova *โข*
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
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
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
aw yes, the stereocle ๐ง
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
scale the y axis?
im always pleasantly surprised by how much fun remote controlling a little vehicle is in vr ^-^
rotors made up of bivectors ftw
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.
*it'd need to be a choker for good contact/connection ๐
rounding out the edges made the corner pockets look far less weird ^-^๐ #xr #gamedev