In this article, Author discuss some of the challenges involved in creating content for VR from a developer’s perspective and look at some ways that our team is changing the process we use so that we can create content more efficiently, more effectively, and more collaboratively.
The project presented here takes advantage of some inherent VR design choices, such as non-continuous locomotion (teleport or similar), even though most of this can be adapted for regular smooth locomotion as well, with a few variations.This article show you the techniques that can help you create massive games with many elements. Imagine lush forests and extensive maps, all randomly generated...
The Microsoft* Store is open to VR apps. To gain access to this marketplace, you'll need to adhere to specific guidelines and develop using the Universal Windows* Platform (UWP), Microsoft*'s effort to create a new way to develop universal apps that run across a variety of devices. This article explores how to build UWP apps with Unity software, cover the simplest way to port VR software to UWP...
Technological advances present many opportunities to use location-based entertainment (LBE) in unique and compelling ways. This article addresses solutions for tracking, and other supporting technologies, that can greatly enhance any location-based virtual reality (VR) experience.
Implementing artificial intelligence with the Unity* software game engine and showing an emergent behavior as crowd simulation is one of the best ways you can create simulations. In this article, we go through the process of creating a crowd simulation in Unity software and then realizing it as a mixed reality application.
Attach this script as a component to any prefab you might want to lightmap. From the editor window inside Unity you can setup a scene with proper lighting and position your prefabs inside the scene as per your requirements.
This article compares volumetric capture and photogrammetry, and takes a deeper dive into technical specifications, package sizes, capture options, computing needs, and cost analysis. It also looks at the benefits and complexity of each style and its use cases, as well as the engagement and retention in creating immersive realism for digital formats, including VR, AR, and MR.
We see VR escape-room experiences less as a replacement for the physical equivalent and more as a complement. A hybrid of both creates a fascinating experience. Building a VR experience from the ground up in Unity software 3D provided an opportunity to learn a great deal. We hope the knowledge and tips we’ve shared from the development of Crooked Sheriff help you create awesome VR projects.
This article will show how the technology of the NUC 8 can successfully integrate with the projection technology of the full dome and VR in a number of ways. TouchDesigner, and the RealSense camera will be used. The principles of good dome and VR cinematography as well as interactivity and depth mapping through the RealSense camera will be addressed.