this is genius, intention and feedback are two of the biggest problems I have with hand tracking and this is a beautiful way to solve it.
“I’ve never felt such a strong sense of presence in mixed reality.” A sentiment echoed by nearly 100 people who’ve tried Sphenomenon.
I built a hands-on playground for creators to feel why the physical world is the ultimate foundation for tomorrow’s augmented interfaces.
#astra @OpenAI
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This game oozes atmosphere, the title may seem far fetched but dammit, I really did get scared by some squares when playing this.
Scared by Squares has just launched on Steam, so brave souls may enter its digital liminal prisonscape & cleanse corrupted primitives in creepy cooperation, in or out of VR.
#VR #MR #XR #VirtualReality #IndieGame #IndieDev #Horror #MetaVR #SteamVR #VR2Flat
store.steampowered.com/news/app/37194…
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as expected, Valve sounds wildly out of touch here. The existence and propagation of the VR market on Quest (yes, heavily subsidized by Meta), debunks this IMO.
Valve: We Still Believe in VR, But Content is Still 'Chicken-and-Egg' Dilemma
See more 👉roadtovr.com/valve-vr-still…
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December 21st, 2019 - I released the very first hand tracking game on Quest, on SideQuest. A simple tower defense spinoff of Sun Shard.
This year - I'm coming back to hand tracking with a tabletop action RPG, inspired by Sun Shard again, for my submission to the Meta hackathon!
This year - I'm coming back to hand tracking with a tabletop action RPG, inspired by Sun Shard again, for my submission to the Meta hackathon!
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It's still up too! It obviously didnt age great, but besides a hastily uploaded build of the hand tracking demo scene, it was the very first playable hand tracking game available on Quest :) sidequestvr.com/app/400/sun-sh…
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Hey folks, like a lot of people this year I've been affected by layoffs, and I'm looking for my next opportunity! I'm a Lead Unity Developer looking for a similar position. I have a decade of experience, mostly XR but in small and large teams, medical, simulation, etc. DM me!
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RJ retweeted
During development of Metroid Prime we actually had a PC version. It didn't render with any lighting (full bright) and was barely playable but the Visual Studio debugger was way better than the Power PC Metrowerks debugger. I debugged the majority of the gameplay code on PC since the crappy unlit graphics didn't matter when your debugging puzzles.
Kind of wacky to have a PC version again. I wonder if the port's renderer does the dynamic lighting and the TEV blend modes correctly.
Kind of wacky to have a PC version again. I wonder if the port's renderer does the dynamic lighting and the TEV blend modes correctly.
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