VR Me Up - VR World Builder

268 posts

VR Me Up - VR World Builder banner
VR Me Up - VR World Builder

VR Me Up - VR World Builder

@vrmeup

I'm developing a browser-based platform for VR and Metaverse content creators, as well as virtual world-building enthusiasts.

Katılım Mart 2023
140 Takip Edilen51 Takipçiler
VR Me Up - VR World Builder
So, I've got keyboard running and walking "kind-of" working again, but turning with the mouse is still broken. Working with Quaternions makes my brain spin... both in real life and virtually 😄
English
0
0
1
20
VR Me Up - VR World Builder
Over the past few years of building VR Me Up, one of my main aims has been to a allow users to (one day) create and share their own large and expansive VR worlds. Is that something people want to do in VR?
VR Me Up - VR World Builder tweet media
English
0
0
1
51
VR Me Up - VR World Builder
@felix_trz I'm always amazed at what can be built with agents. It's nice to see people build VR experiences as well! Using thumb motion to move the pieces in hand input mode is a great idea. Fantastic work! 😀
English
0
0
0
23
Felix Z
Felix Z@felix_trz·
Launching Lithos today on Meta Quest. A #WebXR falling-block puzzle game built with #IWSDK in less than 30 hours of work so far. I wrote 0 lines of code. For people already fluent in agentic development, IWSDK removes the coding barrier. What remains is taste, judgment, and the conviction to keep collaborating with the agent until the idea works. Play on Quest: meta.com/experiences/li…
English
6
5
24
2.1K
Nikita Lisitsa
Nikita Lisitsa@lisyarus·
I don't have true lakes generation yet, but sometimes an "ocean" (heightmap below zero) is generated surrounded by mountains and wooow it does look cool #indiedev #indiegames #gamedev
Nikita Lisitsa tweet media
English
3
0
60
1.9K
VR Me Up - VR World Builder
Hit a fun milestone this week, passed 2,000 unit tests on my virtual world #VR project🎉Years of coding, and it feels good to celebrate the small wins… especially when every single test passes 🥳 If you’re a fellow dev, drop a like! 😀 #gamedev #developers #indiedev #codelife
VR Me Up - VR World Builder tweet media
English
0
0
3
74
VR Me Up - VR World Builder
Been working on adding and editing environment zones to my #VR worlds this week. These let me change skyboxes, sounds, lighting, and more depending on where the player is. I think it’ll make the worlds feel way more dynamic. What do you think?
English
0
0
1
71
Willem Helmet
Willem Helmet@willemhelmet·
Using @theworldlabs Marble API to remix my apartment (or any Marble world for that matter!). Reply with what you think I should remix my apartment next!
English
3
1
14
1.4K
glTF 3D
glTF 3D@glTF3D·
We're excited to announce a release candidate for the KHR_gaussian_splatting baseline extension. This extension enables storing 3D #Gaussian splats in #glTF 2.0, the most widely adopted 3D asset delivery format. Learn more: khr.io/1mp
glTF 3D tweet media
English
8
80
370
59.1K
Metaverse Standards Forum
Metaverse Standards Forum@Metaverse_Forum·
The Metaverse Standards Forum is proud to have been a a facilitator in getting this new Gaussian Splatting storage extension in glTF started! #Gaussian #Splats #glTF #interoperability
glTF 3D@glTF3D

We're excited to announce a release candidate for the KHR_gaussian_splatting baseline extension. This extension enables storing 3D #Gaussian splats in #glTF 2.0, the most widely adopted 3D asset delivery format. Learn more: khr.io/1mp

English
1
3
12
989
Alex Goldring
Alex Goldring@SoftEngineer·
Finished working on automatic exposure for my WebGPU graphics engine. It's also often called "eye adaptation". Details: * Applies metering mask (same as Unreal), pixels on the edges affect adaptation less * Histogram-based, tolerant to outliers and different lighting conditions. * Reuses first mip of bloom downsampling pass to build histogram. This makes it very stable and cheap, we already perform filtering for bloom. * Separate UP and DOWN adaptation speeds, mimicking human eye behavior * Hybrid adaptation curve: linear for large distances and exponential on approach (same as Unreal) * Extremely wide luminance range from 0.001 nits all the way up to 32,000 nits. * Manual exposure compensation parameter in f-stops for artistic control. This is applied after adaptation to control overall brightness of the image.
English
8
27
425
21.1K