But when I read the headline I was kind of hoping it might be a home arcade machine that also let me watch other people playing (ala’twitch) but then also allow me to join the game (or even take it over).
52 karma · joined June 26, 2015
But when I read the headline I was kind of hoping it might be a home arcade machine that also let me watch other people playing (ala’twitch) but then also allow me to join the game (or even take it over).
However the result wasn’t that useful because we humans have 2 eyes.
The 3d effect is very compelling if you close/cover one eye.
But that becomes annoying quickly.
The best results I had was sneering a little hair gel in the center of my left eye glassses. Then it felt like I was using 2 eyes but really my right eye was seeing the pinball table clearly and fooling my brain.
Of course, as that post suggests, use reserve() to encourage having the vector itself as optimal as possible. (In my strsplit call I pass it in as optional so each caller can optimize it).
Looking at tech specs there is no touch controls. Input is either by using CV hand tracking or sending motion controls from an Apple Watch. Basically they are using Apples SDK for everything.
Use ARKit/ARCore for tracking.
A few lines of code and you are all set.
Ultimately this is very google cardboard like and passive so $129 is quite expensive.
I built a fun toy like this in the early 2000’s for $10 using foam board and a $5 sheet of teleprompter glass.
Ultimately anything like this has failed to capture the market because people just don’t want to have their phones out of reach and/or risk their battery using the camera/tracking.
It felt like living in the future walking down the street in ‘96 with my newton and accessing the internet!
(1) it followed the Unity3d documented approach using UNET server and client architecture (2) it meant we get to simulate the entire scene on the server (physics, meshes, networked objects, etc)
We boot the instances on demand when a team wants to meet in VR.
Sounds like Unity's new T&C's means this architecture is dead in the water.. unless Authorized by Unity3d. :-(
Both those are designed to enable developers to easily offload work to background threads and prioritise queued work for the user. No open-for-interpretation thread priorities, but named QoS priorities (User Interactive, User Initiated, Utility and Background). It makes much more sense for that abstraction.
We just need more developers to make use of it.
This has finally been resolved since Unity 5.1.0p1 (12 June 2015), which renders live to a DK2 while in the Editor. This greatly improves the prototyping and development workflow.