Breaking News

traVRsal

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 […]

Read More

Constructing scalable VR worlds

With my earlier tests so far I had defined every element of the world in the editor and there was some special logic for floors and ceilings so that I didn’t have to specify each grid tile separately. That had two big drawbacks though: complexity and format-lock. I had by now 6 levels to expand […]

Read More

The birth of Maze VR

After having contemplated non-euclidean geometry I decided to give it a try and bring the concept into VR. I quickly identified one challenge that needed some thought: variable room sizes. I personally have 2.5 by 2.5 meters of space in my living room. I put up some lines on the floor to estimate what the […]

Read More

An endless labyrinth in VR

Shortly after I got my new Oculus Quest I was back into the VR enthusiasm I felt 2 years ago. It is just so cool. And having no cable attached actually opens up new possibilities. Like… what if I could build something where you can endlessly walk, like, really walk, without teleportation, just by using […]

Read More

A New Quest

It’s been two and a half years since I actively developed for VR. I have a good excuse though. He is now two and a half years 🙂 And now as time for my own endeavours is slowly coming back, the Oculus Quest was released. I have to admit, I was instantly intrigued as I […]

Read More