Sunday, January 26, 2020 in Blog
Ported control protocol from WSS to UDP. No more message queues, latency almost nonexistent. Itβs super snappy if I do say so myself! pic.twitter.com/m7na78w5W3 — π ‘π π π ¨ (@_mattata) January 26, 2020 Ported control protocol from WSS to UDP. No β¦
Wednesday, January 22, 2020 in Blog
The MultiPorpoise window no longer appears in the list of streams. Stream resolution and framerate now exportable into a config. pic.twitter.com/ya8MEOmX4f — π ‘π π π ¨ (@_mattata) January 23, 2020 The MUVR window no longer appears in the list of β¦
Monday, January 20, 2020 in Blog
OSRS ported to VR pic.twitter.com/0ykhbnuc8i — π ‘π π π ¨ (@_mattata) January 20, 2020 OSRS ported to VR
Monday, January 20, 2020 in Blog
Nerf Arena Blast ported to VR pic.twitter.com/HAEGva4Z33 — π ‘π π π ¨ (@_mattata) January 20, 2020 Nerf Arena Blast ported to VR
Sunday, January 19, 2020 in Blog
Desktop UI came along nicely today. Hereβs a demo interacting with Old School Runescape. I need to update the mobile UI as well, but itβs a single button so it shouldnβt be hard (WebRTC/Motion events require user initiatied gesture to be triggered) β¦
Saturday, January 04, 2020 in Blog
Cross platform, desktop driven, VR app that works on any mobile phone, and can interact with any mouse based free-look desktop application (Minecraft, TF2, Runescape, Blender, etc...) UI work and backed to handle application specific configs up next! β¦
Sunday, December 22, 2019 in Blog
Previous video was of the VR engine running on linux. Here it is running on windows! Cross platform FTW! pic.twitter.com/OTrKKMHWCB — π ‘π π π ¨ (@_mattata) December 22, 2019 Previous video was of the VR engine running on linux. Here it is running β¦
Sunday, December 22, 2019 in Blog
Ported an Unreal Tournament (NAB) game into VR today. Each game port gets easier! pic.twitter.com/51gNs8PFvY — π ‘π π π ¨ (@_mattata) December 22, 2019 Ported an Unreal Tournament (NAB) game into VR today. Each game port gets easier!
Tuesday, December 17, 2019 in Blog
Old win32 FPS games worked by capturing the mouse, setting its position to (height/2, width/2), measuring delta of new position each frame, and resetting to center. Writing HID inout at freq faster than framerate breaks things... — π ‘π π π ¨ β¦