A tale of two problems - Solving the problem of solving the problem

Often, a solution to a problem is out there - but a working implementation needs to be constructed to meet the needs of the user. Taking that solution and making it useable can be problematic itself. This article details the process involved in solving such a problem on the road to creating a working implementation.

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Mobile VR is coming of age (and not a moment too soon)

Good lord, it’s October. When did that happen? I’ve been doing some contract work since April, and that’s now finished. I’d love to talk about it, and I might do that in the near future - bits of the experience were great, but the ending wasn’t quite what I expected. As with the best stories in life, when doors shut, other doors open - it’s going to be an interesting few months. While I’ve been cranking away on other people’s stuff, many cool things have been happening. For example, Oculus just made a lot of noise about their new product, the Oculus Go which is basically an all-in-one Gear VR/Daydream type of thing.

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Multiple Unity Cache Servers

I’ve been promising an article that’s actually useful for a while, and something that’s been really useful for me over the last few years is the Unity Cache Server. I’ve recently set it up to work with multiple versions of Unity, so that I have different caches for each version of Unity. Care about why and how? then read on!

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Week 51 - Nearly there!

The dev blog is a little late this week, as Februaryitis kicked in. It’s far too cold to be sitting in my garage on a weekend typing up a blog post, and it’s been a busy one.

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How to build a holodeck, week 37

I’ve made good progress on the networking this week - I’ve got four devices all feeding point clouds into the same data set (two Kinect cameras, two Tango tablets). They are not aligned yet - that’s one of the three remaining big chunks of work before this is a product.

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How to build a holodeck, week 36

Another holiday week (love spending time with my family!) - so lots of digging on the beach, but no implementation progress. I popped in to see the Boss Alien crew and caught the afternoon of Tedx Brighton (thanks for the early birthday present, Nic). Next week, back to it!

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How to build a holodeck, week 34

This week, I’ve done very little. Flatbuffers serialisation is working, chucking test data over the network using Flatbuffers is working, and that’s as far as I got.

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How to build a holodeck, week 33

This week I’ve been figuring out how to send large chunks of stuff over the network in a maintainable fashion, which has boiled down to fighting with serialization and structure/schema definitions. Not a fun week, all told.

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How to build a holodeck, Week 32

I’ve been somewhat distracted this week, but I managed to spend a couple of days getting a point cloud feed working over the network. The point cloud feed is very heavily throttled (something like 1K points a second currently) which means the results take a long time to look decent - but it’s working. Apologies for the “lots of words” update, I’ll have some cool videos next week.

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How to build a holodeck, week 28

My implementation of Chisel is coming along nicely. Most of the re-write work is now done - this week I’m hoping to spend a bit of time taking depth frames and point clouds from Tango and Kinect and start testing it out properly.

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How to build a holodeck, week 21

A fun week this week! Not much implementation, lots of talking. I caught up with some friends down at Develop in Brighton on Thursday, including a quick visit to the Boss Alien Mothership. Lots of great things happening there, and lots of interesting conversations with folks about what I’ve been up to and where they think it could go.

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How to build a holodeck, week 20

Not much to report this week. I’ve been cleaning up the codebase in preparation for a couple of new tools and a new approach for projecting entities in the world.

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How to build a holodeck, week 17 - More Avatars

This week I’ve continued exploring Avatars, getting a rigged / skinned mesh up and running in Unity, driven by the Kinect2. I’ve also been looking further into RGB-D sensors and scanning software for facial and body capture.

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How to build a holodeck, week 16 - Avatars

How does one represent themselves to the world? A tricky question, both physically and metaphorically. The apparel oft proclaims the man, according to the Bard. This week, I’ve started to explore Avatars.

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How to build a holodeck, week 15

A holodeck ain’t much fun if it’s just you. Or rather, it’s loads of fun - but it’s more fun with friends! This week I’ve been looking at how to chuck stuff around the network, starting with a simple painting prototype.

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Dev Blog - How to build a holodeck, week 13

I’ve always wanted to play God, and I’m a huge fan of god games. One prototype I’ve had on my list to make for a while is some form of solar system formation simulator. I’ve taken a very early stab at it this week, with some lessons learned.

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Dev Blog - How to build a holodeck, week 11

This week I’ve been enjoying the sun and the family time. I’ve also spent a little time working on a game prototype on the Vive and finished up my codebase refactor so I can spin up new prototypes quickly. Details below.

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Portals!

I’ve now added portals to the holodeck. You can see through them, and walk through them. Video below.

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Dev Blog - How to build a holodeck, week six

This week, I’ve been taking a well earned rest and spending time with the wife and kids. I’ve made good progress with the atlasing, but the on-device performance of textured capture is pretty slow with my current process, so some work needs to be done to split work units over frames, that sort of thing.

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Saving the world

Today, I’m intending to get the textured mesh up to a much higher quality. There’s lots of things to fix (LOTS of things). One of the key parts of this is being able to examine the mesh somewhere other than on device, so I’ve written an exporter.

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Realtime textured mesh capture is go!

Realtime textured mesh into VR - It’s working. Like all things @Evryway so far, it looks pretty rubbish and there’s a huge number of issues and potential improvements, but the first steps are always the most exciting. Video below!

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Dev Blog - How to build a holodeck, week three

This week has been an exploration of walking around house-scale VR using Project Tango. It’s raised more questions than answers, and this is the point where the real hard work begins. I’ll briefly cover where I’m at with Cameras, UI, and the realtime environment capture work I’ve done so far.

TL;DR

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Dev Blog - How to build a holodeck, week one

Welcome to my “How to build a holodeck - follow along at home with sticky tape and scissors” dev blog. This is week one, which means we’ll be figuring out how to do this (the process) as well as how to do this (the content) as we go. I’m hoping to make this a regular thing - and that really depends on whether there’s enough readers to make it worthwhile. If you like this, share it and tell me!

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Welcome to Evryway!

Evryway is experimenting with virtual and augmented reality with one primary goal - to bring you and the world closer together.

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