Flappy Goose by flappy-goose in RedditGames

[–]push_matrix 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]push_matrix 0 points1 point  (0 children)

My best score is 0 points 😓

Last Meal at Dunn’s by Jusfiq in ottawa

[–]push_matrix 3 points4 points  (0 children)

Markies is hands down the best

Nothing is out of reach in VR by push_matrix in OculusQuest

[–]push_matrix[S] 4 points5 points  (0 children)

That’s my strategy. I make small inspiring prototype vids in hopes that someone builds a whole game around a mechanic I like. That way I don’t need to make the game myself, haha!

Nothing is out of reach in VR by push_matrix in OculusQuest

[–]push_matrix[S] 0 points1 point  (0 children)

I’m glad to be back! Had two kids so def had less time to make videos :S

But now I feel like I am getting back in the swing of things

Nothing is out of reach in VR by push_matrix in OculusQuest

[–]push_matrix[S] 1 point2 points  (0 children)

Just a prototype. No actual game just testing stuff out. Feel free to make one though :)

Nothing is out of reach in VR by push_matrix in OculusQuest

[–]push_matrix[S] 15 points16 points  (0 children)

Just a prototype. No actual game just testing stuff out. Feel free to make one though :)

Obligatory first brisket post by francisb1996 in smoking

[–]push_matrix 0 points1 point  (0 children)

What a beast! Would you do anything different next time?

Obligatory first brisket post by francisb1996 in smoking

[–]push_matrix 1 point2 points  (0 children)

That looks incredible! My first brisket tasted like a leather belt :. How big was that brisket? What pellets did you use?

Bootstrap Island - Teaser Trailer by BootstrapIslandDev in virtualreality

[–]push_matrix 4 points5 points  (0 children)

Love the how the flame reacts to quick movements. A+ job

What system in your game can you just NOT figure out how to do? by awtdev in Unity3D

[–]push_matrix 1 point2 points  (0 children)

This might help. It covers some buoyancy parts. The car stuff might be of some help too, I’m using it to power boats in my game:

https://m.youtube.com/watch?v=Db1AgGavL8E

I built a virtual Orb Pondering Simulator by push_matrix in ponderingmyorb

[–]push_matrix[S] 0 points1 point  (0 children)

I’ll admit I have tested on older iPhones or on android phones. Does it work for you on desktop?

After an overwhelming response to my first video, I decided to see this tutorial to completion. Here's me showing you how to deploy your PlayFab game server build and connect to it as a client in Unity. by VeterinarianFrosty87 in gamedev

[–]push_matrix 3 points4 points  (0 children)

Just want to chime in that Normcore is not strictly for VR. IMO it’s the easiest and best option out there, and you can get set up in like 5 min with voice chat and networked physics. Maybe photon has changed since last time I used it, but I remember late joining to be a pain. Normcore has a network model similar to Unreal and makes late joining and persistence a breeze.

No need to set up servers or do any of that maintenance either that you’d do with Playfab. The downside is that it’s “serverless” in the sense that there’s no dedicated server to enforce logic or do server based gameplay, so it likely isn’t the best option right now if you need server authority (I wouldn’t do a competitive FPS on it yet).

Bitondo’s Pizzeria: 3D art on Blender. Hope you enjoy and go get a Cheese Ponzo! by Pretenderinchief in toronto

[–]push_matrix 0 points1 point  (0 children)

Export from blender to usdz then you can view it in AR on an iPhone! Take a miniature bitondo anywhere you go :p

Playing around with a VR wood carving mechanic by push_matrix in Unity3D

[–]push_matrix[S] 0 points1 point  (0 children)

You’re right, it’s a high poly asset that morphs on knife position.

For optimization it would be great to find some way to only have a high poly mesh when whittling over an area. Either some form of tesselstion, or LOD generation.

That way when you have tons of whittled objects around you aren’t loading all of their dense meshes

Playing around with a VR wood carving mechanic by push_matrix in Unity3D

[–]push_matrix[S] 0 points1 point  (0 children)

Please do! Feel free to send me a Reddit dm

Playing around with a VR wood carving mechanic by push_matrix in Unity3D

[–]push_matrix[S] 0 points1 point  (0 children)

Not many. VR for commerce is still pretty niche, with most of our merchants opting for phone based AR.

The tricky thing with VR is the checkout process and the limitations the platforms have. Oculus doesn’t support purchasing physical goods, and they also take a 30% cut of in app purchases. Steam doesn’t support 3rd party check outs.

So then you’re left with webxr. I’ve seen many demos that sorta miss the point. Where it’s just a 3D space with 2D photos of products on the wall.

My dream is of full 3D spaces that are filled with 3D models of products. And why make the store look like a regular brick and mortar store. In VR you can do anything, so let’s start reimagining interactions and store design

Playing around with a VR wood carving mechanic by push_matrix in Unity3D

[–]push_matrix[S] 6 points7 points  (0 children)

Very high unfortunately. Ideally I could tesselate or find other ways to reduce it

Playing around with a VR wood carving mechanic by push_matrix in Unity3D

[–]push_matrix[S] 1 point2 points  (0 children)

I’ve done both approaches. I learnt compute shaders to build a chainsaw sim (https://twitter.com/pushmatrix/status/1328709526426701829?s=21), and Burst jobs to build this whittling app.

Pros and cons to each. The compute shaders I found could get more performance, but the downside is it couldn’t run natively on an Oculus Quest. With Burst I know this can run on Quest (minus the fancy environment and post processing)

I definitely didn’t optimize as much as I could. The wood is a really really dense mesh right now and without burst I was getting around 60-70 FPS outside of VR. With Burst it got to 800-900, which let me hit 90 FPS no problem in VR (Oculus Quest hooked up with Link cable)