Unreal Engine* from Epic Games has a powerful virtual reality (VR) editor option, but something they did not include is the ability to edit and place sounds while inside VR. It can be troublesome to have to constantly restart the editor after adjusting a sound to test what it sounds like in VR. This tutorial show you how to create a sound editor that allows game developers and sound designers to...
With multi-core processors now common place in PCs, and core counts continually climbing, software developers must adapt. By learning to tackle potential performance bottlenecks and issues with concurrency, engineers can future-proof their code to seamlessly handle additional cores as they are added to consumer systems.
Epic Games 的 Unreal Engine* 拥有一个强大的虚拟现实 (VR) 编辑器选项，但是该选项不具备在虚拟现实中编辑与放置音效的能力。调整音效后，必须不断重启编辑器，才能测试虚拟现实中的音效，这是件非常麻烦的事。本教程介绍了如何创建一款音效编辑器，以支持游戏开发人员与音效设计师在虚拟现实中快速放置、编辑与测试空间化音效。这样，用户无需不断进入或退出编辑器。
In the final part of this two-part series on machine learning with Unity* ML-Agents, we will dig deeper into the architecture and create an ML-Agent from scratch. Before training, we will inspect the files that require parameters for machine learning to proceed. Finally, we will train the agent using Intel® optimized Python* and show how the completed system works.
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...
借助 Unity* ML-Agent 进行机器学习系列总共包含两个部分，这是其中的最后一部分，我们将深入研究其体系结构并从头开始创建 ML-Agent。训练之前，我们将检查需要参数以便机器学习继续进行的文件。最后，我们将使用英特尔®优化 Python* 训练代理，并展示最终的系统如何运行。
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...
如今，多核处理器已经在 PC 中普及，内核数量不断增长，软件工程师必须适应这种情况。通过学习如何处理潜在的性能瓶颈和并发性问题，工程师可以使他们的代码适应未来，以无缝处理添加到消费者系统的额外内核。
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.