You can likely surmise from the absence of posts over the last two years that the update to Lost Loot stalled and lost momentum. I ran into too many issues with performance around the terrain and the trees that made it just not workable and I couldn’t reliably meet frame rate on minimum spec machines. Another big reason was that I felt the third person miniature approach I switched to was ultimately the wrong direction and dependent on a controller that wasn’t the future of VR where room scale and hand presence is the standard. I may jump back into it once Unity revamps the whole terrain portion of the engine but that may be a while!
Twitter
Comments
Categories
- Alien Assimilator (1)
- Amulet Of Shadows (14)
- Game Development (39)
- Lost Loot (17)
- Mobile (3)
- Rift Ramblings (8)
- Uncategorized (2)
- Unity (28)
- Voxels (2)
- XR (38)
Tags
3d computer graphics android augmented reality boston boston virtual reality bump mapping comfort crescent bay prototype crpgs cv1 diablo dk2 google half life 2 head mounted displays image effects immersion indiecade john carmack leapcon lost loot magic leap minecraft miniature world mixed reality oculus connect oculus rift oculus sdk oculus share presence project morpheus rpgs samsung gear vr stem stereoscopic displays terrain underwater unity unity 5 valve virtual reality vr vrjam world machine xrLinks
Projects
Lost Loot
Amulet Of Shadows
Super Sluggo
Community
Boston Virtual Reality
Boston Unity Group
Boston Indies
Boston Post Mortem
MassDiGi
Indie Game Collective
Hardware
Oculus Rift
HTC Vive
Magic Leap
Software
Unity
Blender
GIMP
Audacity
MagicaVoxel
World Machine
ScreenToGif
Compressor
Packages
VRTK
Pica Voxel
Terrain Composer
RTP
Resources
XR Primer
How GPUs Work
Oculus Dev
Oculus Dev Unity
SteamVR
SteamVR Unity Plugin
Freesound
Fun