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Found 49 results

  1. Creativityy Everythingg

    Friday Facts #3

    Hello everyone, this is the third Enchanted Land weekly update. It is scary how fast the week went by. The summer is almost gone. I spent the week fixing the character selection and scripting networking functionality. The bugfixes were mostly finished. In the end I managed to do that on Tuesday night, after a full day of work on fixing small issues:). After the hectic release I spent the next day trying to relax a bit and put plans together for the next iteration. More or less the plan is now clear. There are three priorities: New terrain New main campaign - Having multiple levels. Trailer Ideas . Here is the progress on one of the main scenes: https://www.facebook.com/enchantedlandgame/videos/261398247708592/?modal=admin_todo_tour
  2. Creativityy Everythingg

    Add'em

    Hello, Here I am again with a handful of fresh news from the Enchanted Land back stage. The even better news is that it will be my birthday tomorrow, so there will be a reason to celebrate :). I have some of the interactivity such as adding/deleting friends, etc. programmed. Now I'm going to start programming the messaging system, which users will be able to send images and text.
  3. 2019 Asia VR&AR Fair&Summit (VR&AR Fair 2019) Date: May 9-11, 2019 Venue: China Import&Export Fair Complex, Guangzhou, China Address: No. 382, Yuejiang Zhong Road, Guangzhou, China Website: http://www.vrarfair.com/index.php?lang=en Hosted by: Guangdong Grandeur International Exhibition Group Co-organized by: Guangzhou Virtual Reality Industry Association, Guangdong VR Industry Alliance, Shenzhen Virtual Reality Industry Federation, Shenzhen Virtual Reality Industry Association Overview As a thematic exhibition of China Guangzhou International Leisure & Recreation Expo (GILE),VR&AR Fair has been successfully held for two consecutive years (Twice a year, Guangzhou and Wuhan), becoming the One and Only Professional Demonstration and Trade Platform of the VR&AR Industry in Guangzhou. Over the years, we has gathered numbers of famous companies at home and abroad to display their latest products and technologies at VR&AR Fair, including JD.COM, 3Glassess, DP VR, Leke VR, PiXYZ Software (France), ICAROS(Germany), Ai6tech (Taiwan), VRway, Hirain, Royole, Super Captain, TPCAST VR, Shenlinqijing, Foldspace, NineD, TPcast, etc. VR&AR Fair 2019 is estimated to host over 250 exhibitors and co-located with 2019 Asia Amusement&Attractions Expo (AAA 2019) on a show floor of 10,0000 sq.m, which are going to cover sectors like VR helmet accessories, VR all-in-one machine, interactive multimedia products, immersive games and devices, immersive digital cinemas, virtual walk-through products, auto stereoscopic (glasses-free), 3D-9D cinema devices, multi-touch devices, AR equipment, AR game, environment modeling technology, realistic sensor (real-time) rendering technology, amusement equipment, Theme Park Facilities,etc. Concurrent event: 2019 Asia Science Museum & Exhibition Hall Facilities Expo 2019 Asia Multimedia Technology & Interactive Projection Expo The 10th Asia Theater & Filming Equipment Fair 2019 2019 Asia Amusement & Attraction Expo Why VR&AR Fair 2019? 1. Win face-to-face business opportunities 2. Seek professional buyers 3. Come into contact with business decision makers 4. Maintain existing clients and find new clients 5. Effectively improve brand image & awareness 6. Accurately position your company and brand 7. Grab market shares 8. Get access to the latest industrial development 9. Vigorously expand product and service scope 10. Establish extensive agent and investment attraction network Discover Your Opportunity at VR&AR Fair 2019! Aileen Chen Director of Guangdong Grandeur International Exhibition Group Tel: 82-20-29806525 Fax: 86-20-82579220 Mobile/Wechant: 15089702986 E-mail: grand.fi@grahw.com
  4. Creativityy Everythingg

    Unity Friday Facts #2

    Hello everyone, Another thing that has kept me busy for a while has been putting up the official website. It is up and running! Here is the link: https://dkiops.wixsite.com/enchantedland. I've also been working on the character spawner which is a tedious task because of notable noise in the final animation. The resulting animation is imho worth it. Also I've worked on other small issues that I've been putting off for a while. Things like: slowdown particles, underground objects indication and finally the remnants after destroyed objects. These are especially useful because as a player you can see what has been destroyed when you've been attacked.
  5. Creativityy Everythingg

    Unity New Achievement

    The login/register screen is completely finished. Now I'm working on the character selection screen. The game is coming along nicely! 👌🏽😁
  6. Creativityy Everythingg

    Unity Friday Facts #1

    Hello, This is a first blog post from the "Fun Friday Facts" series. Every Friday I will sum up the weekly progress here. This will include insights into what I have been working on, what is planned, sometimes art sneak peeks of course occasional fun facts from Indie game developers live. All right, let's have a look at what I have been up to in the past week. The single point of focus for me has been finishing the login/register screen. This piece has taken the most development time so far because there was a LOT of work to be done:) Now, I'm starting to work on other parts of the game (character selection, scene layout, etc.) but their results will be well visible in the game. I've added a skybox and begun work on character selection/animation.
  7. Creativityy Everythingg

    Unity Deadlines flying by

    I love deadlines. I love the whooshing noise they make as they go by. Douglas Adams The code and functionality for the login/register screen is pretty much there in place. However I'm still working on the graphics. It takes time and gets frustrating, but I carry on. Just to stay on the safe side I won't mention any more deadlines, even though I still have some internally :). As for the work on the game itself I'm continuing along exhausting paths full of fighting bugs and adding small improvements. Recently I focused quite a bit on speed improvements as well. I'm also going to start coding the social media/guest login functionality.
  8. Creativityy Everythingg

    Unity Coding till 4 am

    Hi guys ! Here is another update on the progress in making the game reality for you. Again huge amount of things has happened since the last post. I am putting my energy into shipping the full release before X-mas as promised. If necessary I'm ready to put in couple of all-nighters as well. At the moment coding sessions lasting till 4 am in the morning are becoming more and more frequent. People sleep, cats scout the dark streets and I'm sitting by the computer fixing bugs and tuning the tutorial Recently I have spent quite some time with the web server php pages as well. The whole registration/login will be hosted on a php server and I'm slowly discovering the possibilities it gives me. Right now I'm designing the registration/login page, programming social media login functionality, etc I'm always looking for ways to improve game controls and make the interaction for the player as seamless as possible. Now it is quite easy to organize the players inventories using filter slots, crafting is less tedious thanks to automatic interproducts crafting and there is a nice shortcut to view what is going on in machines visible on the screen (like what is in the chest, which items are being processed by furnaces, etc.). I personally feel that every such improvement, even though small in itself, adds to the playing experince.
  9. Creativityy Everythingg

    Unity Setting Up-I've just begun

    At the moment the game is in development. There will be a tutorial campaign on Facebook which will be available soon. KW Development is doing all this without any external support. This means that KW Development doesn't get paid and have to finance all the expenses myself (mostly graphics). So stay alert, it will probably be flying out before X-mas. As you have probably noticed, quite some content on this page looks rather funny. Like screenshots, video, half finished pages, etc. Please bear with KW Development, I'm working on it
  10. Hi I want to render a hologram inside a real object. But the Mixed Reality Capture result shows the hologram looks like out of the real object. Please see the attached image in which the real object is a lampshade. Thanks. YL
  11. I have been doing research into whether the arkit sdk can be used to build to android in unity? I can't seem to find a conlcusive answer yet. I am curious to find out because googles arcore sdk can be built to ios so I was wondering if the arkit plugin could be used on android devices.
  12. I`m looking for some project to boost up my portfolio, I`m not a pro but I`m not bad at all. Feel free to contact me.
  13. DecoDy Studio

    Building a new team

    Hello all I am currently, and after long time thinking and planning, looking for enthusiast people to be part of a team to develop games, my idea is to build a game studio although I am in a very early stage. As a lot of work is needed to be done I need people to participate and be part of this long term project, I can't do everything and I don't have the knowledge to complete all the work needed for games. My first idea is to develop Mobile Games and in particular VR / AR games, I've built a prototype in ARKit with Unity and I have also a couple of games ideas which could be the first games to be released. To do that, I am looking in the short term for developers and creative people (designers, concept artists, etc.) and in the long term musicians, marketing, business development, etc. It is not required a previous experience as I am planning to release first small games while the team is learning and getting the experience to do make bigger games every time we do a new one. If this sounds interesting to you and you want to know more, send me a private message and I will be more than happy to talk. DS
  14. Arnold // Golden Donkey Productions

    AR Unity: IRL to in game

    Hi, I've been working on this issue for a while and haven't yet found an answer. Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible). Thankyou in advance
  15. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources.
  16. khawk

    VIVE SRWorks SDK

    Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement: The SDK includes plugins for Unity and Unreal. VIVE also included a few videos worth checking out: Learn more at http://developer.vive.com/resources. View full story
  17. Hello everyone, I'm writing this topic because I can't find a right fit for me. I'm working on a project where AR glasses would be an "extra monitor" and connected to a PC using Windows OS. The AR Glasses would just (for now) mirror the PC monitor or parts of it. The easiest solution for me would be to start my project with AR glasses that are using a Windows OS. However, all the glasses I could find are using Android OS. I'm not interested by the Hololens, because it is too expensive and too bulky. Using Google, I found 3 ways to solve my issue but as I'm a noob, I'm writing this topic so that people who are more expert than me can tell me if I understood correctly, and maybe guide me on which path I should choose : Solution 1 : Someone in the world knows where to find AR glasses with Windows OS on them. Can someone give me a brand name if you think this solution is viable ? Solution 2 : I misunderstood how AR glasses work, and I could install any OS I want on any Smart Glasses. This article talks about Vuzix m100 android smart glasses that are using windows 10 OS. Is it possible to switch OS on smart glasses ? If yes, I will just buy any smart glasses that would fit my needs. Solution 3 : I'll just code a piece of software that will bridge the Android OS app with my Windows OS software. This solution seems to involve more work, but maybe a bit of code is already available in open source. Which solution would you pick if you had to conduct this project, knowing that the PC has to use Windows OS and the AR glasses have to mirror the PC Screen. Thank you for your help, Best Regards, Joseph Nguyen
  18. Hello everyone, I'm writing this new topic because I'm trying to know more about AR, especially smart glasses. I'm reading everywhere that smart glasses are getting crazier, you can always do more stuff with it. However, I would like to know if it is possible to do something really basic : "can I mirror my PC screen on any smart glasses ?". I can find no information about this feature. Either it's so basic that everyone (but me) knows how to do it, or smart glasses can't do it at all. My Google research allowed me to find that Vuzix is creating an app to mirror the PC screen, do I seriously need an app and spend 1400€ for smart glasses just to mirror my PC monitor ? Can someone tell me if it is possible to mirror your screen on smart glasses without spending a crazy amount of money ? The ideal solution for me would be to find smart glasses that does just that, mirror your PC screen or tablet. Thank you very much for your help, Best regards, Joseph
  19. I am working on a game developed using Scenekit (iOS). I am facing some strange issues with collision physics. I have added one 3D table (with a hole at its center) to the scene. I am setting physics shape of this 3D model using following code: SCNBox* tableBody = [SCNBox boxWithWidth:(5*golf.scale.x) height:(0.5*golf.scale.x) length:(9*golf.scale.x) chamferRadius:0]; table.geometry = tableBody; //table geometry //physics shape scale NSValue *shapeScale = [NSValue valueWithSCNVector3:SCNVector3Make(table.scale.x, table.scale.y, table.scale.z)]; //physics shape options NSDictionary *shapeOptions = [NSDictionary dictionaryWithObjectsAndKeys:shapeScale,SCNPhysicsShapeScaleKey,SCNPhysicsShapeTypeConcavePolyhedron,SCNPhysicsShapeTypeKey, nil]; //physics body table.physicsBody = [SCNPhysicsBody bodyWithType:SCNPhysicsBodyTypeStatic shape: [SCNPhysicsShape shapeWithNode:table options:shapeOptions]]; I am adding one 3D ball on top of this table. Issue: The Ball collides with 3D table mesh triangles and changes directions I have following questions: How can I stop collision of ball with these lines? Are there any modification to the physics can be done? I want the hole to be part of the physics shape so that the ball can fall into the hole. I would appreciate any suggestions and thoughts on this topic. Thank you.
  20. The search for intelligent individuals has begun. Are you ready for the first step, PLAYER ONE? Sometimes, it's easier to find what you're looking for if it comes looking for you. The first clue is hidden within this GIF . Can you find the pattern? Can you crack it? Find it, and it will lead you on the road to finding us. We look forward to meeting the few that will make it all the way through. Good luck. #decipher #cryptography #steganography #geek #puzzle #crypto #readyplayerone #outguess #cicada 3301
  21. Yosef BenSadon

    Ray tracing 60 FPS on Tablet.

    Hi , I was considering this start up http://adshir.com/, for investment and i would like a little bit of feedback on what the developers community think about the technology. So far what they have is a demo that runs in real time on a Tablet at over 60FPS, it runs locally on the integrated GPU of the i7 . They have a 20 000 triangles dinosaur that looks impressive, better than anything i saw on a mobile device, with reflections and shadows looking very close to what they would look in the real world. They achieved this thanks to a new algorithm of a rendering technique called Path tracing/Ray tracing, that is very demanding and so far it is done mostly for static images. From what i checked around there is no real option for real time ray tracing (60 FPS on consumer devices). There was imagination technologies that were supposed to release a chip that supports real time ray tracing, but i did not found they had a product in the market or even if the technology is finished as their last demo i found was with a PC. The other one is OTOY with their brigade engine that is still not released and if i understand well is more a cloud solution than in hardware solution . Would there be a sizable interest in the developers community in having such a product as a plug-in for existing game engines? How important is Ray tracing to the future of high end real time graphics?
  22. Hi, first post here. I'm making a simple Augmented Reality game from the known 2D puzzle game Slitherlink or Loopy. This will be the first time I'm using shaders, so I'm on a bit of a steep learning curve here. My concept is that AR will look really nice with self illuminating objects, instead of normal materials where the shadows would be missing or wrong, as would be quite striking when composited to the camera feed. So I'd like to make the game as "laser-beams" levitating above the table, which is technically saying displaying and illuminating using tube lights. This is where I'm stuck. I've implemented smooth 2D line segment rendering by creating rectangles perpendicular to the camera and shading them in the fragment shader. I also looked into area lights, but all I could come up with was just "getting the nearest point in a rectangle" concept, which is: - looking nice on diffuse as long as it's a uniform color - but is totally wrong for Blinn and Phong shading My biggest problem is how to get the tube light illumination effect. Instead of the uniform white area on the screenshot below, I'd like to get colored, grid-like illumination on the ground. The number of tube lights can be up to 200. My only idea is to render to a buffer from a top orthogonal projection, apply gaussian blur and use it for diffuse lighting on the floor. Does this sound reasonable? Also, does anyone know how to get spectacular reflections right with an area light? Nothing PBR, just a Blinn would be nice. The scene is very simple: floor on 0, all lights in the same height and only the floor needs to be lit. My shader (Metal, but pretty much 1:1 GLSL): fragment float4 floorFragmentShader(FloorVertexOut in [[stage_in]], constant Uniforms& uniforms [[buffer(2)]], texture2d<float> tex2D [[texture(0)]], sampler sampler2D [[sampler(0)]]) { float3 n = normalize(in.normalEye); float lightIntensity = 0.05; float3 lightColor = float3(0.7, 0.7, 1) * lightIntensity; // area light using nearest point float limitX = clamp(in.posWorld.x, -0.3, 0.3); float limitZ = clamp(in.posWorld.z, -0.2, 0.2); float3 lightPosWorld = float3(limitX, 0.05, limitZ); float3 lightPosEye = (uniforms.viewMatrix * float4(lightPosWorld, 1)).xyz; // diffuse float3 s = normalize(lightPosEye - in.posEye); float diff = max(dot(s, n), 0.0); float3 diffuse = diff * lightColor * 0.2 * 0; // specular float3 v = normalize(-in.posEye); // Blinn float3 halfwayDir = normalize(v + s); float specB = pow(max(dot(halfwayDir, n), 0.0), 64.0); // Phong float3 reflectDir = reflect(-s, n); float specR = pow(max(dot(reflectDir, v), 0.0), 8.0); float3 specular = specB * lightColor; // attenuation float distance = length(lightPosEye - in.posEye); float attenuation = 1.0 / (distance * distance); diffuse *= attenuation; specular *= attenuation; float3 lighting = diffuse + specular; float3 color = tex2D.sample(sampler2D, in.texCoords).xyz; color *= lighting + 0.1; return float4(float3(color), 1); }
  23. I'm near to starting an AR project that needs to support both Android devices and the HoloLens. I'm planning a tabletop game with minimal tracked objects and likely a LeapMotion to recognize hand gestures. What SDK (or combination of SDKs) exist that support both of these devices with (as much as possible) a single codebase? I'm very new to Unity and game development. From my reading, it sounds like the Vuforia+Unity+Windows 10 SDK combo should do it, but it's not clear to me how much platform specific code would be involved or if I would need two entirely separate code projects. I'd also appreciate any intuition related to: how these SDKs relate to each other (eg. what does Vufori add to Unity) what sort of code is device specific other recommendations for SDKs that support both platforms
  24. The European market for VR, AR, and MR is competing with those in the US and Asia, according to a new report by VR Intelligence and SuperData. With the help of industry experts from Epic, KLM and nDreams, the free report explores the biggest opportunities for driving mass adoption on the content, across consumer and enterprise. The white paper features: Front line insight from senior leaders @ Unreal Engine, KLM and nDreams + brand new data from SuperData Exclusive details on growing and emerging projects in the European market The reasons businesses are (or are not) focusing on the European market Details on which leading companies are driving the European market and why they are ahead The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. Jasmine Kees, Project Director at VR Intelligence, said, “With this report, we’ve tried to give both a quantitative and qualitative overview of the European VR, AR and MR market. It’s encouraging to see these figures from SuperData, particularly when backed up with such positive words from Epic, KLM and nDreams, gearing us up nicely for VRX Europe in Amsterdam this May”. The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. For more on VRX Europe 2018 (Amsterdam, May 17-18): http://events.vr-intelligence.com/europe/.
  25. The European market for VR, AR, and MR is competing with those in the US and Asia, according to a new report by VR Intelligence and SuperData. With the help of industry experts from Epic, KLM and nDreams, the free report explores the biggest opportunities for driving mass adoption on the content, across consumer and enterprise. The white paper features: Front line insight from senior leaders @ Unreal Engine, KLM and nDreams + brand new data from SuperData Exclusive details on growing and emerging projects in the European market The reasons businesses are (or are not) focusing on the European market Details on which leading companies are driving the European market and why they are ahead The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. Jasmine Kees, Project Director at VR Intelligence, said, “With this report, we’ve tried to give both a quantitative and qualitative overview of the European VR, AR and MR market. It’s encouraging to see these figures from SuperData, particularly when backed up with such positive words from Epic, KLM and nDreams, gearing us up nicely for VRX Europe in Amsterdam this May”. The white paper can be downloaded for free from here: http://bit.ly/2nt3rB3. For more on VRX Europe 2018 (Amsterdam, May 17-18): http://events.vr-intelligence.com/europe/. View full story
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