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Author: Robert

An editor for impossible spaces in Virtual Reality

Today marks a huge milestone. So prepare for some lengthy rambling. Grab some popcorn and here we go: So far, Out Or Dead has been a collection of by now 3 levels which I designed and it shows different ways of creating an extremely immersive experience for VR players. From all the feedback I see […]

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Great VR Portal Resources

I have been asked multiple times already if I can share more code from my project for the parts that handle the portals. While I love to write about them and explain the concepts, I am really certain the actual code is not something that people will appreciate as it is highly specific to my […]

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A Whole New Level

I took my time, but the day is finally here that I can launch the new version. It brings the game to a completely new level. Here’s why: First of all, there is a new level. YOU. ARE. PAC-MAN!  How did this come into existence? Here’s the story: The main new feature of the new update is that there […]

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Tooltips in Virtual Reality

So I did the play tests of Out Or Dead and my friends were all enthusiastic. Then I asked them how they liked the slow motion feature. And everybody was like: what? Which one? In the picture above you see the situation they were faced with. There is simply no indication at all what an […]

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It’s On – Release One

TL;DR Grab the APK from GitHub Nearly six months ago it all started. Having just received my Quest I instantly felt the urge to get back into game development which I had paused for nearly three years. VR is all about experiences for me. Visit adventurous places. Dare to do crazy things. Feel special. Be […]

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Non-euclidean Stencil Portals in Virtual Reality

Multiple of my posts looked already at different technical aspects of how portals can be realized. Since it is the underlying mechanic for Out Or Dead that should not come as a surprise: Types of portals Snapping Stencil buffer challenges Being four months into development, I have learned a lot and I want to share […]

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The First Four Months – Year-End Thoughts

It’s the dawn of 2019 and a good time for reflection. Back in August shortly after receiving my Quest I began to finally work on a project dear to my heart for so many years now already. The Eternals was an adventure game I always wanted to make but I had to realize I could […]

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Logo Time & Itching towards release

Having settled on an intended release date for the very first tech demo for end of January, some additional aspects besides the pure game come into the spotlight: A final game name and logo A company name and logo A recognizable communication theme Accounts on social media and discord Accounts on software distribution sites & […]

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VR Play Area & Stable Fit

Since I am working on an Escape Room setting where the player should be allowed to freely walk around in virtual reality without teleporting, the play area becomes hugely important. First the terms: Boundary: The actual line the player has virtually drawn to limit the available play space Play area: The biggest possible rectangle that […]

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Stencils & Sorting Geometry

Back in my initial post on the stencil buffer approach I had used a simple heuristic for setting the correct render queue. As I feared it didn’t hold up for very long. There are not only 2 layers that need to be set. Let’s look at the picture below: What’s going on here? The back […]

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