Had a lot of fun at the Las Vegas Summer Game Jam. I decided to do a VR project around growing and shrinking and leveraging some VR mechanics people say not to use, for the sake of immersion. Alice is a project which I’d like to publish someday. We’ll see if I can allocate more than 18 hours to this project moving forward.

Game Play Through:

Cool Floor Shader:

Final Presentation Here

I’ve re-written Civil Engineering Calcs in C# & Unity, so that I could launch the product on Android (Available Here) and also to add in 64 bit support to be ready for iOS 11. This re-write also adds the ability for me to better maintain the project in the future, since it is now on GitHub, and Unity Cloud Build. It also is now 3D visualizations, and has better exporting serialization and exporting. Some pretty cool things are coming together for this project. Hopefully the few who use this app will appreciate the effort.

Traffic Count Screen Shots:

So, I started re-writing an app that I original wrote on iOS, and the intent is not be unavailable to users who switch to iOS 11 in September. But I was struck with how much fun it was to go back to the basics of the math behind Manning’s Equation. It’s really a fun bit of math, and it’s really fun writing code to generate 3D models of water levels in pipes and channels to visually represent these formulas. Hopefully I’ll have something to show pretty soon.

So I’ve been thinking a lot about how to get Traffic working and really be performant on mobile, and desktop. So here’s the start to getting a new path based system with lane departure (not merging) that I got working.

So, after this video, I made it so that the system will only process vehicles that are within a specified region of the camera. I got it so that it can have 2 million total vehicles, and only show and spend GPU and CPU on the ones within 100 meters. It’s a pretty cool system that I’m sure we’ll use in a lot of different projects moving forward.

Hey, checkout my Unity Asset here.

So I wrote an API wrapper for Google Street View in Unity. This was the foundation for a prototype I was building, and I looked at the code, and thought, I’m sure other people could probably find this useful if they are developing in VR. So I put together a cool tool to feed in a lat / long as an input, and then update a cubemap on an interval. Pretty straight forward, but I enjoyed making it, and I hope a few people will enjoy using it.

I just migrated Project Neon’s Unity project to Unity 5.5 (from 5.3), and used the new Post Processing by Unity.

The big improvements here are that we can start testing a lot more things with VR (stereoscopic rendering, etc.) The visual difference is pretty stunning. Also was able to get rid of about 10 3rd party solutions we were using for Screen Space effects, and Tonemapping, etc. Smaller project size, and better visuals. Well worth the migration time.

Here’s a sample from some of the renders.

I’ve spent a lot of time getting a lot of trees into the latest Unity project trying to portray Lake Tahoe area and a proposed bike path along the North East portion of the lake. For this project we worked out a number of different workflows. One of them was baking the biking and jogging pedestrians physics into animation paths. This allowed us to setup pedestrians, give them a destination, and then capture them running or biking along the path, and still achieve realtime by pre-calculating all of the physics involved with them running. We additionally worked out how to get the trees and environment to look more realistic than previous projects. Gaia and Tenkoku plugins were a huge help, as well as Aquas plugins for Unity for the water and environment. We ended up going largely with Speed Tree assets, but had to work out a workflow for placing trees adjacent to the path very accurately to reflect the actual trees that would remain within the bike path corridor. Tricky project, with a lot of fun constratins, and I think the renders came out pretty nice.

Finally have a render from Project Neon that can be shared. We’ve made a lot of progress, and have most of the buildings, and vehicles in place for showing off what will finally be built. Took a lot of time building the platform to get these videos as output, but I think these videos look really good for conveying what will be built in Downtown Las Vegas.

Vision Summit 2016 was the first conference I’m aware of that focused on VR/AR. I thought the list of sponsors, board panelists, and keynote guests was amazing. I agree with a lot of the ideas suggested in the keynote that this industry will have an extremely vast reach, and that what people are doing now with virtual and augmented realities are just beginning to scratch the surface.

One of my primary realizations is that with VR and AR, the sense of presence and immersion come free. The hardware accomplishes that. The content creators and content providers only have one task, and that is to ensure that they don’t go out of their way to remind the user that they aren’t in another realm. And from there, I was inspired to work on providing experiences that people can have which go beyond just showcasing the hardware. Many of the experiences I’ve tried in VR and AR were basically – look at what this could be. But I saw a few teams working on the future. And that is something I want to be a part of.

There are a lot of excited developers out there, and the opportunity to tell a story with this new hardware is going to be very fulfilling.

Another great Unity Asset Store Package is: VR Panorama 360 Pro. It is really designed to work in Editor, and will export a video from the camera, given an animation, and then stop playing once it reaches the end of the animation… But I liked the tech. So I re-wrote it so that it will work in runtime, and can be activated by a UI element. So basically a user could initiate recording. The plugin itself simply records a bunch of frames, and saves them into a folder, and then calls an FFMPEG library to composite them all.

Here’s two sample renderings I put together real quick to demonstrate the plugin and capabilities.

Southbound I-15: https://www.youtube.com/watch?v=B9B7fnz7Bjg
Northbound I-15: https://www.youtube.com/watch?v=OkL9W1b70Cs