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  • ...ry popular in [[VR]]. Improbable can help to bring the idea to fruition by building an engine that can drive massive, [[social VR]] worlds.
    3 KB (392 words) - 02:58, 15 May 2017
  • ...es well with the horror elements though is it takes them at a steady pace, building up the tension with each creak of a floorboard and every slow opening of a
    6 KB (1,109 words) - 16:04, 19 October 2016
  • |Genre=[[Early Access]], [[Early Access]], [[VR]], [[Indie]], [[Building]], [[Software]], [[Memes]] ...]] [[Category:Early Access]] [[Category:VR]] [[Category:Indie]] [[Category:Building]] [[Category:Software]] [[Category:Memes]] [[Category:Windows]]
    6 KB (1,048 words) - 10:30, 3 September 2017
  • ...character customization via stat points, grappling hooks, special powers, building options, futuristic settings, random enemies, weapons, and environments. Th
    4 KB (600 words) - 04:36, 16 September 2016
  • *Real time building-scale 6DOF motion tracking.
    3 KB (422 words) - 19:26, 11 June 2017
  • *Building Inside the Box: Creating Complex Rooms and Covering a Lot of Ground in Room
    5 KB (663 words) - 08:20, 17 April 2024
  • ...tional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll
    982 bytes (136 words) - 05:19, 15 October 2015
  • When you’re building new experiences, they have to be intuitive to be truly immersive. We’ll d
    963 bytes (132 words) - 05:28, 8 September 2015
  • ...onnect as if we were in person. The team at Pluto VR has been hard at work building towards this future and will share their learnings around self-representati
    985 bytes (137 words) - 05:29, 8 September 2015
  • [[Post-Mortem: Building the First Crescent Bay Experiences]] is a [[Game & App Design]] [[talk]] by
    1 KB (155 words) - 05:25, 8 September 2015
  • [[Building for the Rift with the Oculus PC SDK]] is a [[VR Engineering]] [[talk]] by [
    807 bytes (115 words) - 05:29, 8 September 2015
  • [[Building 'Toybox' for Oculus Touch]] is a [[Game & App Design]] [[talk]] by [[Matt A
    1 KB (140 words) - 05:24, 8 September 2015
  • [[Building Social VR Apps and Experiences]] is a [[Game & App Design]] [[talk]] by [[G ...the development of these experiences and discuss the tools that Oculus is building to help developers create their own social VR apps.
    916 bytes (123 words) - 05:25, 8 September 2015
  • .... In this talk, Oculus team members will discuss actionable lessons around building rich interactions with Oculus Touch and share their thoughts on the future
    1 KB (152 words) - 05:24, 8 September 2015
  • ...ch free-flow detail that they can input into their creations. A lot of the building blocks for the game involve objects that have the same sort of consistency
    7 KB (1,247 words) - 02:21, 16 December 2016
  • ...l have only a limited range of movement, but this can improve with time by building bigger camera spheres and implementing various other configurations for dif
    4 KB (634 words) - 05:22, 4 February 2016
  • ...moving around the map and the variable perspective enhances Minecraft’s building experience.
    5 KB (698 words) - 09:50, 22 May 2017
  • ...stant feedback from Scienverse developers should make the whole process of building virtual reality applications much easier and accessible.
    2 KB (380 words) - 21:44, 18 December 2015
  • ...s inspiration from the novel [[Ready Player One]], retro gaming, and world-building games such as [[Minecraft]]. Players are going to be able to travel across
    3 KB (447 words) - 15:15, 27 April 2016
  • *Building with HTML: https://aframe.io/docs/0.3.0/guides/ *Building with Components: https://aframe.io/docs/0.3.0/guides/building-with-components.html
    3 KB (397 words) - 04:45, 24 November 2016

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