Barricado is a work-in-progress room-scale VR survival experience that has allowed me to investigate some ideas about interaction in a science-fiction setting.
Read More… once what we do intuitively can be described and compared with nonintuitive ways of doing the same things, we cannot go on accepting the intuitive method innocently.
Christopher alexander
notes on the synthesis of form
The trick was getting the child-vines to properly align with the parent ( as it twisted, grew higher, and diminished in diameter ), while realistically spiralling around it. A combination of trigonometry and raycasts did the job.
Programming the Atari 2600
In a fit of nostalgia, I taught myself to program assembly language for the granddaddy of all consoles – the Atari 2600.
This is a bare metal experience. Code samples and interactive demo follow.
Exploring Unity’s Entity Component System
The bleeding-edge Entity Component System is a new way to create high-performance applications in Unity. Its a set of extensions to Unity that support and encourage developers to write code that can exploit multiple processor cores more easily, and ultimately upgrade and reuse behavioral code more easily.
Read MoreCustom Shaders for Immersive Media
I worked with a local filmmaker on a 360 degree VR video experience. I review my experience with node-based shaders to create a custom vignette for the application, and briefly discuss handwritten HLSL shaders to exploit depth data from Google’s 360 Jump hardware.
Read MorePhotogrammetry in the wild
Some products from a photo-expedition into the wilds of Upstate NY. These are 3D meshes that have been created from a series of photographs. I use 3DF Zephyr to transform the photos into meshes and textures.
Read MoreParticle Planet – Level Build and User Interface
Rama leads us through the in-game editor to create a new level in Particle Planet.
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