Loading video...

Video Failed to Load

Go Home

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 views • 1 year ago •via X (Twitter)

12 Comments

Oleg Frolov's profile picture
Oleg Frolov1 year ago

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

Phil Traut ᯅ's profile picture
Phil Traut ᯅ1 year ago

Super impressive!

Oleg Frolov's profile picture
Oleg Frolov1 year ago

Thank you so much!

OPEN's profile picture
OPEN2 years ago

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

renderfiction's profile picture
renderfiction1 year ago

Next step, haptic feedback?

Oleg Frolov's profile picture
Oleg Frolov1 year ago

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

John Rodrigues's profile picture
John Rodrigues1 year ago

Inspiring stuff!

Gustav Ekerot's profile picture
Gustav Ekerot1 year ago

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

Oleg Frolov's profile picture
Oleg Frolov1 year ago

Indeed 😊 Thank you very much!

Saar Reshef's profile picture
Saar Reshef1 year ago

Cool

Sparkˎˊ Design's profile picture
Sparkˎˊ Design1 year ago

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

Oleg Frolov's profile picture
Oleg Frolov1 year ago

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.

Related Videos