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spatialfree

@ethanmerchant.com

degrees of freedom developer @ https://dof.dev

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Latest posts by spatialfree @ethanmerchant.com

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21.11.2025 23:52 ๐Ÿ‘ 5 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 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 ^-^

12.11.2025 18:43 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

thx ^-^ <3

10.11.2025 21:11 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

\^-^/

15.10.2025 22:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

spatial continuity!

31.08.2025 05:31 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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gaussian splatting isn't just for 3D reconstruction, it's its own art form!!!

14.06.2025 21:48 ๐Ÿ‘ 46 ๐Ÿ” 5 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 0

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

15.06.2025 05:48 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 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

27.03.2025 21:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 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

23.03.2025 21:14 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 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

23.03.2025 20:26 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

aw yes, the stereocle ๐Ÿง

05.03.2025 10:05 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 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

05.03.2025 09:59 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

scale the y axis?

05.03.2025 09:26 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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

05.03.2025 09:21 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

rotors made up of bivectors ftw

28.11.2024 17:16 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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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.

16.11.2024 00:10 ๐Ÿ‘ 113 ๐Ÿ” 9 ๐Ÿ’ฌ 11 ๐Ÿ“Œ 0

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

09.11.2024 04:59 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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rounding out the edges made the corner pockets look far less weird ^-^๐Ÿ‘ #xr #gamedev

15.08.2024 16:07 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0