Hello!In my latest demo, Neos: The Origin, I have demonstrated a new
locomotion method which I call the holosphere. I have developed it so it
allows great flexibility when navigating virtual environment, while
preventing nausea.I have adapted the met...
Hello guys!I have been working on a big project in stealth mode for
quite a while, called Neos. You might've tried Neos: The Universe, where
I showed you how big the world we live in is. But now it's time to build
your own world, without the constrai...
Hello guys!I'm happy to present you my latest VR experience, Neos: The
Universe!, now also for DK2! Developed for the 2015 VR Jam, this
application offers an epic narrative experience that walks you through
forty magnitudes of scale within a few minu...
Hello guys![Reddit thread]Sorry to throw such large unedited video at
you, but I'm really excited and I wanted to share this with you! Edited
video with some commentary as well as executable demo is coming
soon!After spending weeks submerged in vario...
Hello guys!I'm happy to announce that on October 20 we launched a World
of Comenius Pilot and taught a first school class using virtual reality
in the Czech Republic (and hopefully EU or the whole world even!) at
Mendel Grammar School in Opava.I thin...
Hello guys!It's been a long time, but I'm happy to present to you new
version of SightLine: The Chair, which is the biggest update to the
date!Download here! (Windows, SDK 0.7, ~350 MB)It took a few days (and
I'm doing this for free ), but there's ...
Hello.I wanted to ask when are the issues I reported going to be solved,
namely not providing correct _WorldSpaceCameraPos? They're breaking for
my applications and while I can hack around it by modifying the shaders,
it would be very tedious to modi...
Thank you for the reply, I'm looking forward to the improvements!To
clarify, I know that VR can be disabled globally, I wanted it on
per-camera basis, although it's not something that would be very
important to me, just handy sometimes.The OVR Mirror...
Hello!I'm happy to finally see the integration, it makes testing much
easier from the editor with Direct Mode support and streamlines a lot of
things, however I found a significant issue:The shader receives only the
main camera position when renderin...
I don't really belong here, since one of my entries made it to the
finalists (although another one I had didn't, though I didn't really
expect it to), but I just wanted to tell you guys to not lose
motivation, especially when community liked your ent...