by news | Sep 21, 2014 | Design
Samsung was awarded a patent for a 21:9 ratio screen back in March 2014 and it’s quite clear that a wider screen not only means a better field of view but puts more pixels on eyeballs. It’s obvious Oculus are using a new type of screen from Samsung but...
by news | Sep 15, 2014 | Design
Well I’ve spent far too much time trying to get a simple sphere to rotate properly in unity. You would think it was a simple matter but it’s not as simple as I though. I was hoping it could be done mostly with a simple configurable joint but there are so...
by news | Sep 14, 2014 | Design
I’ve been trying to figure out how to make the sphere move but there is so little proper information on how to do it I’ve been stumbling around for a couple of days (and completing Uncharted 2…). You can use a ‘constant force’ but...
by news | Sep 13, 2014 | Design
Makes me tempted to do the same for the omni track although a real model might be more effective [iframe width=”960″ height=”720″ src=”//www.youtube.com/embed/MhZlHUj0kZU” frameborder=”0″ allowfullscreen]
by news | Sep 11, 2014 | Design
Probably because I use environments like these :p Yes, I was complaining/worried about the frame rate of high complexity models but I found a snippet of c code you can attach to each object and you can toggle it’s rendering on or off. So you can hide stuff if...
by news | Sep 9, 2014 | Design
1. Changing the view to the inside of the sphere. 2. Simple rotating view of the panel components floating in space. 3. Using a hinge for motion/rotation instead of a collider for better control and smoother appearance. It also lessens the CPU work. 4. Ragdoll C-3PO...