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Hi there. My name is Jake, and I'm dying to share my latest project “Firwood Falls” with you.
I've been obsessed with zombies for as long as I can remember. Something about surviving after the fall of society and facing mindless but unrelenting foes…
Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers,…
This release focused on improving language support and gamepad support. This list contains some of the important improvements and fixes:
- DragonScript: Adding support to used translatable text in widgets (for example "@UI.Cancel").
- Dragon…
This release contains various bug fixes and improvements but also new features to help with special effects and simplifying animation work.
This includes clip.plane and clip.plane.border texture properties. These new texture properties …
Hello, first time poster. I hope I've posted this in the right forum. I have an idea for an interesting mechanic but I'm not sure what type of game I should make for it. I recently learned about Rumble, which is essentially fighting game with Avatar-style earthbending. Players fight in an arena and…
Nobody's noticed that you're replying to a year-old post?
Thread locked.
I never implemented this, so Ican only speculate probable way to do it.
If mesh do not separate into submesh but is a glorified incision:
- I would consider tesselation, basically find a point on a triangle, find the UV, draw to texture, use texture to tesselate.
- Same but using paralax occlusion mapping…
Yi_Meandr said:
what else should I count?
Every other way you might spend money. Hardware, software, software licenses. Webhosting, legal counsel, accounting help, business fees, taxes. If you will have an office: rent, utilities, parking, furniture, supplies, cleaning supplies and costs, coffee… the…
PhD Studentship on Sound design for augmented embodied interactions in virtual environments.
Contact for more details: Dr Balandino Di Donato: b.didonato@napier.ac.uk and at this link https://www.jobs.ac.uk/job/CLV913/8-phd-studentships
Sound design can play a crucial role in supporting immersive exp…
Folks – it's that time again. We're back for another blog post… and it's a doozy! We're bringing more variety to the game than ever before and that's what this blog post focuses on. We've been hard at work on the Alpha release of the game and we're very excited to share our progress si…
We're a little late for this but – Happy New Year! Hard to believe this is our first blog post of 2021. Time really flies. As per usual, we've been caught up in the whirlwind that is life. Unfortunately, I had a brush with COVID-19 that was not so fun, and a lot of our team membe…
Now available, Monado 0.4 OpenXR runtime introduces initial support for Android and passes all of the OpenXR conformance tests with both OpenGL and Vulkan on desktop with a simulated device.
https://www.collabora.com/news-and-blog/news-and-events/monado-update-passing-conformance-android-support-and…
Hello survivors of the night! How have you been? It's been six months since our last blog post. Just over a half a year. We took a good long break from creating these blogs as it put a lot of added stress onto our development and at the end of the day, Nightfall is still a hobby projec…
HTC Vive (Pro) & Valve Index users can now experiment with positional tracking with a fully open source stack, thanks to the implementation of a libsurvive driver in Monado, the OpenXR runtime for Linux.
https://www.collabora.com/news-and-blog/news-and-events/lighthouse-positional-tracking-in-mo…
This article will explain in detail what is volumetric video and photogrammetry and how it is used for games, VR, AR. Photogrammetry has been around since the mid-19th century. The first iterations of the technique were mainly used in measuring and interpreting …
1 core, 2 cores, 4 cores, 8 cores, 16 cores! Who's got more? The more cores, the better. The Unity Job System will squeeze them all, right? Yeah, probably. But what if Unity was over-milking your CPU? Would that be a problem?
[The original post is found at Unity Job System: Excessive Multithreading …
You've optimized all of the low-hanging fruits of your game. Except that you didn't. You missed a sneaky, non-so-obvious spot: optimizing your Unity Scene Hierarchy.
[The original entry with its formatting can be found at Unity Optimization: Your Scene Hierarchy is Robbing you Performance]
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[The original post with its formatting can be found at the Unity UI Profiling entry]
You spend an infinite amount of time optimizing your Unity UI. But, all it takes to really screw up performance is a sneaky modification on a tiny attribute of an almost invisible Canvas UI element. And when t…