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It was a lovely year. Implemented all planned features for BoxelXR and started developing a version for VisionOS with the hand-tracking first approach. Prototyped a ton of spatial experiences. Gave a few talks about Spatial Design and, most importantly, met many great and inspiring folks. Thank you all ❤️...

44,412 просмотров • 1 год назад •via X (Twitter)

Комментарии: 12

Фото профиля Oleg Frolov
Oleg Frolov1 год назад

btw, if you have a Quest headset, you can try most of these prototypes on your own 🧑‍🔬

Фото профиля Phil Traut ᯅ
Phil Traut ᯅ1 год назад

Super impressive!

Фото профиля Oleg Frolov
Oleg Frolov1 год назад

Thank you so much!

Фото профиля OPEN
OPEN2 лет назад

Introducing OPEN, the first genre-defining AAA metaverse gaming experience with top-tier IP powered by web3 technology. Coming to @thereadyverse. #opensoon

Фото профиля renderfiction
renderfiction1 год назад

Next step, haptic feedback?

Фото профиля Oleg Frolov
Oleg Frolov1 год назад

yeah, actually. got a few haptic devices recently. playing with them rn

Фото профиля John Rodrigues
John Rodrigues1 год назад

Inspiring stuff!

Фото профиля Gustav Ekerot
Gustav Ekerot1 год назад

looks like the most fun year ever 🤩! super creative stuff

Фото профиля Oleg Frolov
Oleg Frolov1 год назад

Indeed 😊 Thank you very much!

Фото профиля Saar Reshef
Saar Reshef1 год назад

Cool

Фото профиля Sparkˎˊ Design
Sparkˎˊ Design1 год назад

That sounds like an amazing year! What was the most challenging part of developing for VisionOS with a hand-tracking first approach?

Фото профиля Oleg Frolov
Oleg Frolov1 год назад

yeah, it was 😊 the main challenge was rethinking all these interaction mechanics i had in the controller-based version. practically, i had to completely redesign how the voxel creation process was done. hand-tracking is slower and has more false positives compared to controllers, so this is the main factor worth considering.

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