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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 traVRsal. Eye of the Temple When I first saw the trailer my jaw dropped. This is so good on so many levels. It doesn’t use portals as far as I can see but is basically a treasure trove of redirected […]

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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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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 […]

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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 […]

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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 […]

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