Tag Archives: WebGL

He Who Talks Loud Saying Nothing

He Who Talks Loud Saying Nothing

I’m not sure I believe this myself, but I’m actually giving a couple of talks in the next couple of weeks. I should probably be figuring out what I’m going to say instead of writing about the fact that I should be figuring out what I’m going to say. Or something.

In any case, I’m done with my contract work tomorrow, and it’s going to be back to full-time Out Of My Mind VR game development. I’ve got so much stuff on my to-do list, I just kind of shake my head and laugh at myself when I read it.

The Big Mix

This week I’m presenting at The Big Mix. It’s a gathering of people from the local business community and each of the presenters is given 3 minutes to introduce their companies, explain their existence, and ask for whatever it is that they want. This is going to be a good test run for whether or not I can articulate what I’m doing.

Indie Game Con

The big talk is coming at Indie Game Con on Oct. 3. I’m giving a talk: VRooom! Getting Up To Speed With Virtual Reality

I’m going to basically regurgitate a bunch of information that I’ve collected regarding various hardware and software for developing VR experiences. Then I’ll pretend to impart wisdom that I’ve attained from developing the various games that I’ve mentioned on this site, which only a handful of people have actually seen. It’ll be a lot of fun.

Game Progress

On the game front, I’ve actually made some progress. I have standalone builds running for Cardboard and Oculus. I’m going to work on WebGL builds to show demos on my web pages. That seems like a no-brainer now that it has occurred to me. I still have to finish various polish tasks and make the games behave correctly, which is why I haven’t released them into the wild yet. I’ve learned quite a bit from showing them to people. The fact that I have to explain so much to them when they play means that I still have work to do.

I tried using stereoscopic support in Unity, but it doesn’t work on my computer. It only supports DirectX 11 3D, which my video card doesn’t handle. I’m an AMD Quad-Buffer guy, apparently. Perhaps when I get my new computer built, I’ll be able to try it again.

With the Indie Game Con coming up and some free time on my hands, I expect to have the first playable versions of my games available to check out by the end of the month. Whee! Your patience is about to be rewarded. Not that you were actually waiting, or that anyone is reading this besides me, but I’m feeling pretty excited about it.