Martin Vogl, intern at PreviewLabs, details on his experiments with indoor location tracking, employing marker-based augmented reality.
PreviewLabs has always shown interest in virtual reality headsets, so when we got the chance to use the Oculus Rift in a research project to make child rehabilitation less demanding, we didn’t have to think twice to jump on board.
Where in the world is the update of the Unity Graphical User Interface that was promised back in 2011? That’s the question we’re trying to answer in this post by reconstructing the statements Unity has made on the subject.
Due to its limited 2D possibilities, Unity3D isn’t the most intuitive, yet a very fast, way to create 2D game prototypes. Unity seems to be aware of this though, as the company keeps adding features to cater to the needs of 2D development. We take a quick look at some of the latest improvements.
Character creation isn’t always the most thrilling part of a videogame. For the strategic card game Incarnate we wanted to put a unique spin on it by adding a dynamic soundtrack that adapts on the fly when you select different components to assemble your character.
Oculus Rift has a lot going for it, but currently screen resolution isn’t one of those things. Incited by the remark of a client, we set out on a mathematical journey to find out whether Oculus theoretically could develop a 4K resolution headset considering present technological boundaries.
For PreviewLabs, keeping up with new technologies is of the utmost importance. Balancing the actual prototyping with doing research isn’t always easy, so we put our intern Peter on the job. Here are some topics he will look into so we can build better prototypes for a wider array of platforms.
Recently, we have been looking into technologies that allow integration of Flash animations in Unity3D prototypes and games. This seems to be very useful to create complex 2D animations in Flash, and play them in Unity.
Announcements about updates of Unity3D, our primary working tool, are always a big thing. We’ve taken a quick look at the additions the company is planning to make and although most big changes are targeted at studios who make full quality games, there are some elements that can be of interest to us as well.
To monitor the exact time we spend on a project we use a system called ActiveCollab 3.0. A planning tool with a broken timer however is no good at all, so we’ve looked into a solution to solve a cumbersome timer issue generated by an automatic update of the software.
It’s impossible to estimate how useful a certain technology will be to us without first exploring the technological boundaries. We spent the last few weeks stretching augmented reality to its limit in order to assess the possibilities the tech offers. Here’s some things we found out.
What to do when you want to play a quick game of darts but there’s no dartboard in sight? You whip out your smartphone and use the digital dartboard prototype that’s brought to you by the combined power of PreviewLabs and augmented reality of course. Video inside!
A recent trend in game development is augmented reality. In AR games, the real world is blended with a virtual world. This certainly is something that sounds very cool and triggers imagination. However, until now there hasn’t been a breakthrough, as the first mainstream AR game still needs to be developed.
To conclude our series on 2D Game Development in Unity3D, we’ve made a nifty overview of the different methods and when you should or shouldn’t use them. If you haven’t checked out the previous posts, we highly recommend you read those first.
Continuing our series on 2D Game Development in Unity3D we’ll take a look at the final method we’ve utilized so far. When the use of a GUI Class or Sprite Manager System doesn’t cut it, you might want to look at the game through another camera angle, thus using ortographic projection.