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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 ❤️...

44,409 次观看 • 1 年前 •via X (Twitter)

12 条评论

Oleg Frolov 的头像
Oleg Frolov1 年前

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

Phil Traut ᯅ 的头像
Phil Traut ᯅ1 年前

Super impressive!

Oleg Frolov 的头像
Oleg Frolov1 年前

Thank you so much!

OPEN 的头像
OPEN2 年前

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

renderfiction 的头像
renderfiction1 年前

Next step, haptic feedback?

Oleg Frolov 的头像
Oleg Frolov1 年前

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

John Rodrigues 的头像
John Rodrigues1 年前

Inspiring stuff!

Gustav Ekerot 的头像
Gustav Ekerot1 年前

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

Oleg Frolov 的头像
Oleg Frolov1 年前

Indeed 😊 Thank you very much!

Saar Reshef 的头像
Saar Reshef1 年前

Cool

Sparkˎˊ Design 的头像
Sparkˎˊ Design1 年前

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

Oleg Frolov 的头像
Oleg Frolov1 年前

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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