
LooperVFX ✦
@LooperVFX
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recently inspired by the talented @cabbibo, we are pleased to share experiments in interactive simulation & rendering. these custom visual effect graph tools we have kept under wraps --are now officially supported by unity6! enabling artists & coders with convergent workflows.
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Because Apple visionOS didn't fail, the only thing that flopped was the shared delusion of grandeur drummed up by Hype peddlers and Fan kids of the Attention Economy that Apple entering the space would usher in some Messianic XR gold rush, rather than seeing it as steady progress.
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Meanwhile any mouthbreathing Indie dev that throws together a toy engine on a weekend with zero tooling, usability or workflows gets hailed as the latest living Myth of the Genius Programmer who handily outsmarted Big Engine. "Wow! How did they do it?!" ignoring obvious tradeoffs.
@RedGamingTech Same with Unity. They addressed a core stuttering issue. ~5 years later, misinfo about stuttering persists. A common theme for Unity and Unreal in the attention economy: Negative news? Trending! Amplified! .Positive news? The social media algo sleeps. 😪
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My gf getting the ick:. "I thought there were libraries for this. You wrote all this from scratch but it does the same thing as the code everyone else uses for free? It took you a week to make this weird colored Triangle, because Twitter told you that using an engine is uncool?".
watching my gf get the ick as I explain what a code library is. "I thought you wrote it all yourself? you're just using other guy's code? like legos?".
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The Apple Vision Pro Developer Strap is NOT limited to USB 2.0 in Hardware, only in Software (and/or Firmware.) This has been known for over a year, less than a week after Vision Pro released. It's Thunderbolt 4 capable. Paging @JerradThramer for comment.
The latest (beta) version of Apple VisionOS now supports UVC video capture and Ethernet via the Developer Strap. It could theoretically allow the Vision Pro to be used as a wired headset. Unfortunately, it is limited to USB2 speeds (in hardware), so is useless for that function.
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I found that the new Unity Hub 3.13 actually does have an option to create a Local project not connected to Unity Cloud, you have to scroll all the way down to the bottom of this menu to find it. (No need to create it connected to Cloud and disconnect it afterwards as believed.)
@KenneyNL We can at least right click and disconnect it from unity cloud here. Annoying that there isn't this option to just keep it local on project creation though.
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RT @LooperVFX: @voids_thoughts @JasonBotterill3 check out:. @voxonphotonics VLED / VX2-XL (truly volumetric / ghostlike, kinetic / non-touc….
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RT @LooperVFX: @afoxdesign as with language, there's more to gain in learning by immersion than it seems. absorb everything, keep taking it….
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heads up! grant kot @kotsoft does incredible work pioneering state-of-the-art physics simulation, collaborative multiplayer interactions, and emerging web technology to show us what the future of games and other interactive experiences could be like in a not-so-distant future :).
Added the ships demo to my itchio. Didn't really polish it up or add all the features I wanted, but I've been rebuilding the engine for the web and am almost there. Ship model by Niklas Mäckle.
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it's a virtual planar / 2d display. while full binocular overlap would be ideal, Apple Vision Pro's total effective 2d res is roughly 4000x3200 to 4150x3200px (depending on InterPupillary Distance.). now we have an ultra-wide display that expects head movement :) @SadlyItsBradley
@justinryanio That is cool, but definitely not two 4k displays, more like full hd or 1440p if you scale the virtual screen quite big. Vision Pro resolution is ~3660×3200, you can't fit a single 4k 16/9 display, even highly zoomed in. And no one work like this (but it shows the intent!)
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RT @LooperVFX: @arian_ghashghai the question is often more important than the answer. what if we asked Blackberry app devs if they feel ad….
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@jonpeddie @steveshepard Then in 1997, the legendary @ID_AA_Carmack ported Quake to OpenGL, known as GLQuake. apparently created to test Quake 2's hardware support, it widely popularized OpenGL, Quake engine (forked by Valve) and Graphics Processors (Quake 3 Arena required a GPU)
quake.fandom.com
GLQuake is a source port of Quake that uses the OpenGL graphics library, and was released on January 22, 1997. It was officially made by Id Software, but is not supported by them. It was...
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@jonpeddie Notably, SiliconGraphics Inc (SGI) collaborated with Nintendo to develop the Reality Co-Processor for the N64, Codename "Project Reality" released in 1996. there is a great article from @steveshepard about this:
steveshepard.com
I wrote this article in 1996 when the Nintendo 64 was released. It doesn’t appear to be available on the internet any longer, so I’m reposting for historical purposes. I’ve worked on some amazing...
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If you want to know more about SiliconGraphic's Geometry Engine, there is an excellent overview from @jonpeddie.here:
computer.org
Although not really a graphics chip in that it directly manipulated any pixels, the Geometry Engine introduced in 1981 was a breakthrough in VLSI of critical mathematics functions used for graphics.
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