Unite 2015 + Oculus Connect 2

I was very fortunate to be able to attend both Unite 15 and Oculus Connect 2.  Unite was is Boston, and since I live there, I couldn’t pass up the opportunity to be a part of that.  Unfortunately the two conferences were one after the other and even overlapped for a day.  This made for a fun but exhausting week of Unity and VR.        There were many exciting moments throughout both events, and way … Continue reading

Oculus Connect

    I don’t attend many conferences, but when I first heard about Oculus Connect I knew it was going to be awesome.  An invitation only developer conference for something as world changing as VR is just too hard to resist.  Now that it is over, I have to say that it has inspired me, and put a human face on Oculus and the larger VR community.  I hope they do it the same way … Continue reading

Boston VR Bender Insanity!

So, what does it take to utterly blow your mind?  VR!  It has happened twice now for me.  The last time was experiencing VR for the first time with the Rift a year ago.  This time it was experiencing the famous Valve demos that everyone has been talking about since the beginning of the year.  I am convinced more than ever that this new wave of VR technology is going to change the world.  There … Continue reading

Wave Height for Unity’s Water 4

One of the major issues with Lost Loot was that when you are on the surface of the ocean your body did not rise and fall with the waves properly and as a result you could often see under the water without the underwater system turning on.  This regularly broke the immersion and additionally there was no way to have anything floating on the water either, such as barrels, crates, or even the little red … Continue reading

Oculus and IndieCade VR Jam – Milestone 1 Status

My entry in the Oculus and IndieCade VR Jam is taking shape.  I am creating a casual treasure diving game designed specifically for VR. Here is the official description: “LOST LOOT: A casual exploration game designed for VR and the Oculus Rift.  It combines relaxing gameplay with an interesting environment and a touch of adventure.  Dive for lost treasure!  Search submerged ruins and ancient shipwrecks for gold, jewels, and artifacts.  Watch your air supply and … Continue reading

Rift Ramblings (Part 2)

I am currently in the process of prototyping the character setup for my game.  I am developing a game that has a first person perspective and allows you to look down and see the body of the main character you play.  This main character is also wearing human/alien hybrid tech that is composed of a tablet/visor system.  The tablet is used as a main control device for the related visor which acts as an augmented … Continue reading

Rift Ramblings (Part 1)

Well, it has been about two weeks since the Oculus Rift arrived.  I have spent many hours with the device glued to my face, exploring what it feels like to be inside a computer generated world instead of looking at it through a flat window.  The experience can best be described as stunning, with a sense that this is the beginning of a new paradigm for anything involving three dimensional graphics, especially games.  There is … Continue reading

The character creation process

After some time away, I have started to dig back into AOS.  Things have been progressing a bit more slowly since the end of last year and I have had a number of side projects going on that are taking away from my time working directly on AOS.  However, some of them will eventually be beneficial to this project over the long run.  I have reached a point in the development of the framework and … Continue reading

Global Game Jam 2013 at MIT

I finally got to my first game jam this year.  I have wanted to go before but never took the time out of a hectic schedule and committed to one.  I have to say that it is a lot of fun and everyone who gets the chance should try and go to one.  It is fun, you get to meet new people, and you really can go wild with ideas and do whatever you want.  My only … Continue reading

Better looking environments in Unity (Part 2)

This is the second part of my series on better looking environments in Unity.  It has been a while since the first post and Unity has made a lot of improvements since then.  In this part I wanted to cover the post processing effects needed to achieve a more dramatic look, like the one in the current set of screenshots that I posted over the summer, which can be found in the Media tab. With … Continue reading

The Oculus Rift and the dream of Virtual Reality

Well, it seems VR has made a comeback with the Oculus Rift HMD Kickstarter.  Inspired by a dedicated hobbyist named Palmer Luckey and supported by John Carmack from Id, it seems we are going to have something very special in the coming year.  The Oculus Rift is unique with a wide field of view and low latency tracking.  It will be a consumer version of a true immersive stereoscopic HMD. The hype level surrounding the … Continue reading

Unity 3.5, Mercurial, and BitBucket

I have successfully updated my project to 3.5 and switched to using external version control, moving it into a Mercurial repository.  I am still a little dismayed that Unity doesn’t work a little more smoothly with things under version control.  Having a second set of meta files for everything means that you need to manage moving and renaming everything yourself and then doing the proper commands to your VCS when you do that.  Workflow like … Continue reading