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This looks *more* interesting in VR, but not so much more interesting I feel like I've got something I can use

It looks kind of interestingly stylized but mostly it just looks like the light ray is refracting at some slightly incorrect angle when it touches the bounds cube

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Starting to work on a raymarch shader. I have never done this before.

Postscript: Here are some gorgeous/awful images that came about when I was trying to debug something. I will not be explaining these.

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Finally I also did some experiments with expanding Lovr's truetype MSDF shader to do outline and glow effects. This was the image I was happiest with even though it was a bug (a < should have been a >, so instead of the letter outline fading to transparent the "inside" fills the whole glyph quad). It has this great construction-paper-cutout feel (it's a small thing but I love the imperfection inside the "t", it looks like an ink smear)

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Also did some first-step experiments with CRT/LED phosphor shaders and even in their simplest forms they went well (look at the moires on the 4th image here!). I wanna play with using SDF techniques + blurring to make surfaces that realistically blur into one slightly-chromatic-aberrated images at a distance but burst out into visible RGB phosphors up close, the way an actual old television would.

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Spent the first part of this week working on expanding lovr.org 's Truetype/SDF font support to support pixel-art fonts. It went well. I am now one step closer to my dream of somehow making VR look as though you are watching the world itself on a busted VHS tape.

SDF bitmap font test day 1: I am not getting the effect I was going for, although the effect on kanji characters is complicated enough it might count as "stylization". Roman characters unfortunately look neither as-intended nor interesting on their own terms.

SECOND TEST, OCULUS QUEST HAND-TRACKING SYSTEM WIRED IN TO HTTPS://LOVR.ORG ENGINE. COLORFUL FINGER TRAILS

Today I am excited about:

LÖVR is a open source, VR game engine made by Bjorn Swenson. As of today version 0.13 is released:

lovr.org/

And, of specific interest to me, this is the first version to officially support Oculus Quest!

lovr.org/docs/Getting_Started_

LÖVR is the basis for the commercial game I've been making for the last year and a half. I maintain LÖVR's Oculus Mobile port, plus this repo (forked from my game) of helper classes and tools:

github.com/mcclure/lovr-ent

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