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Out Or Dead

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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Halloween Death Traps aka Random Paths

It’s Halloween, nobody came this year to get chocolate, and so while I was eating all of it I finished another nice world building feature. I already showed how easy it is now to include mazes. A similar concept but with a totally different feeling in VR is walking on a narrow path up high. […]

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Constructing Endlessness

What a week. While I was constantly building features into the Maze VR world builder I knew that one topic will not go away: the transitioning between the rooms. I had already thought about the three different options in a blog post before and looked at their pros and cons. More and more I get […]

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World Building – Snapping

With the Maze VR world builder constantly learning new tricks, I had somehow forgotten about one really important time-saving feature. All elements that can be put into the world start at their local (0,0,0) and then expand towards z to accommodate different thicknesses of objects. A poster is for example very thing, a wall on […]

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Field Research

It’s time to do some research on other projects out there with similar concepts to Maze VR. Tea for God Definitely the first one I have to name here. This is awesome. I was a bit set back actually because this project has some of the mechanics I am envisioning as well but the whole […]

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Creating a labyrinth

Now that I can statically define elements using a tile map I was wondering if there is an easy way to integrate some dynamic aspects as well. I had been struggling with one problem in particular. If a user has a small play area, in order to give him the feeling that he can wonder […]

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