Kategorie: PC

  • Raspberry Pi would like you to remember…

    Raspberry Pi would like you to remember…

    Reading Time: 2 minutes

    …remember, the 5th of November. Happy Guy Fawkes Night, Bonfire Night, Fireworks Night…Day!

    A brief history of the Gunpowder Plot

    In 1605, York-born Guy Fawkes was arrested, along with other conspirators of the Gunpowder Plot, for their attempt to blow up the House of Lords that, at the time, was occupied by members of parliament, including King James I.

    To celebrate their king surviving the attempt on his life, residents of London lit bonfires, and this became a recognised custom across England on every 5 November to follow. 413 years on, we continue the tradition by burning effigies of Guy Fawkes on bonfires, setting off fireworks, and eating over-priced hotdogs while getting a little tipsy on mulled cider at council-organised events.

    Guy Fawkes, in case you’re wondering, was sentenced to death and, after breaking his neck while climbing the gallows, was quartered, and his body parts were distributed to the four corners of the kingdom — another tradition at the time. Good thing we haven’t kept that one going!

    Bonfire Night and Raspberry Pi

    “Okay, Alex, we get it. You like Bonfire Night. But what has this got to do with Raspberry Pi?”

    I’m glad you asked.

    While I do enjoy Bonfire Night, I’m not a massive fan of too many fireworks. Or rather, I’m not a fan of the way too many fireworks upset my cat Jimmy.

    So when I saw this cute digital fireworks display by Mike ‘Recantha’ Horne, I cheered with delight. He says:

    This is a nice little project that I wrote the code for a couple of Sundays ago. It uses the Pimoroni Mote to appear as fireworks and then uses Pygame to play the sound of fireworks as each Mote stick ‘explodes’ in a shower of sparkles! You can see the effect in the video below and see the code here. You can get hold of your own Mote from Pimoroni. This is all in aid of the Milton Keynes Raspberry Jam on 10 November, which is a “Fireworks Special”!

    Mike’s project is a great example of using tech to overcome an everyday issue — in this case, letting me have pretty flashing lights in the dark that don’t scare my cat but still make me go “Oooh!” and “Aaah!”.

    Fireworks on the Raspberry Pi with the Pimoroni Mote

    Uploaded by Michael Horne on 2018-10-28.

    If you’ve created any similar indoor versions of usually outdoor activities using a Raspberry Pi, now is the time to share them with us, either in the comments below or on social media.

    Website: LINK

  • Daily Deal – Donut County, 20% Off

    Daily Deal – Donut County, 20% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 20% on Donut County!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Tuesday at 10AM Pacific Time
    Website: LINK

  • Daily Deal – Hotline Miami series, 75% Off

    Daily Deal – Hotline Miami series, 75% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 75% on the Hotline Miami series!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time

    Website: LINK

  • Brand-new books from The MagPi and HackSpace magazine

    Brand-new books from The MagPi and HackSpace magazine

    Reading Time: 3 minutes

    Hey folks, Rob from The MagPi here! Halloween is over and November has just begun, which means CHRISTMAS IS ALMOST HERE! It’s never too early to think about Christmas — I start in September, the moment mince pies hit shelves.

    Elf GIF

    What most people seem to dread about Christmas is finding the right gifts, so I’m here to help you out. We’ve just released two new books: our Official Raspberry Pi Projects Book volume 4, and the brand-new Book of Making volume 1 from the team at HackSpace magazine!

    Book of Making volume 1

    HackSpace magazine book 1 - Raspberry Pi

    Spoiler alert: it’s a book full of making

    The Book of Making volume 1 contains 50 of the very best projects from HackSpace magazine, including awesome project showcases and amazing guides for building your own incredible creations. Expect to encounter trebuchets, custom drones, a homemade tandoori oven, and much more! And yes, there are some choice Raspberry Pi projects as well.

    The Official Raspberry Pi Projects Book volume 4

    The MagPi Raspberry pi Projects book 4

    More projects, more guides, and more reviews!

    Volume 4 of the Official Raspberry Pi Projects Book is once again jam-packed with Raspberry Pi goodness in its 200 pages, with projects, build guides, reviews, and a little refresher for beginners to the world of Raspberry Pi. Whether you’re new to Pi or have every single model, there’s something in there for you, no matter your skill level.

    Free shipping? Worldwide??

    You can buy the Book of Making and the Official Raspberry Pi Projects Book volume 4 right now from the Raspberry Pi Press Store, and here’s the best part: they both have free worldwide shipping! They also roll up pretty neatly, in case you want to slot them into someone’s Christmas stocking. And you can also find them at our usual newsagents.

    Both books are available as free PDF downloads, so you can try before you buy. When you purchase any of our publications, you contribute toward the hard work of the Raspberry Pi Foundation, so why not double your giving this holiday season by helping us put the power of digital making into the hands of people all over the world?

    Anyway, that’s it for now — I’m off for more mince pies!

    Website: LINK

  • 8 Reasons Why Modal Uses VIVE Focus

    8 Reasons Why Modal Uses VIVE Focus

    Reading Time: 4 minutes

    By Jason Crawford, Founder & CEO of Modal Systems, Inc.

    There is a rising tide of virtual reality in location-based entertainment (LBE). It’s a much needed reset for the industry and Modal hopes to see this market grow. Competition will come later. For now, location-based virtual reality (LBVR) companies need to build this new market together. Thus, I’d like to share some insights on why Modal uses the VIVE Focus as our choice HMD for LBVR.

    First, A Little Backstory

    In 2014, Modal’s first LBVR system prototype consisted of backpack PC computers, optical tracking, and Oculus DK1s, etc. Technically, it worked. However, when Nolan Bushnell (Founder of Atari & Chuck E. Cheese’s) got involved with the company, he began laying out the practical realities of location-based entertainment—rules that have governed the industry for over a hundred years. It became clear that an LBVR system must be, above all else, affordable, portable, simple, and reliable—all while also providing high hourly throughput. All of this meant we needed to rethink our system design.

    In refining our approach, we found the ideal VR headset for Modal simply did not exist. So, like any group of well-meaning wackos, we started designing our own . (Not recommended). In late 2017, Modal was preparing to put a rather pricey standalone headset into production when HTC made its VIVE Focus announcement. We were surprised to see HTC VIVE had addressed many of the same design issues we ourselves found important for LBVR. I paused our own hardware plans and reached out to HTC VIVE for a chat. It turned out to be one of the best phone calls I’ve ever made.

    9 Reasons Why Modal Uses VIVE Focus:

    1. Accessibility

    For all of us in the XR bubble, it’s hard to believe that 99% of the world has still not experienced VR. With the exception of kids, the average person passing by a VR installation finds the controls and equipment intimidating or “too much”. A single wireless standalone headset, like the VIVE Focus reduces their fear factor, especially if they see others having fun. If XR is to transcend its current user base, accessibility, in all forms, is a critical component to getting us there.

    1. Enterprise-Centric

    Unlike taking a standalone consumer HMD—which needs to be brute-forced into doing what you need for commercial location-based use—the VIVE Focus program is already geared towards the enterprise market. This means critical firmware features such as “kiosk mode” within the enterprise ROM are ready to go from day one. Huge time saver.

    HTC VIVE also has an enterprise warranty program that’s known to come in handy when, say, hundreds of people are using your equipment on a daily basis.

    1. Form Factor

    The VIVE Focus is certainly comfortable, light, and well-balanced, but our favorite design feature is actually the headset’s cooling system—one that’s very similar to Modal’s own design.

    Avoiding HMD overheat with standalone HMDs is a huge issue for location-based operations, especially when operating outdoors in the sun. Obviously there are limits here, but Modal has run the VIVE Focus in several high-heat conditions and we have yet to see any “must cool down” pop-ups we experienced with other standalone HMDs. Cleverly, the fan also ventilates the facial area when the headset is on, helping keep a user’s face cool while minimizing lens fogging.

    1. Portability

    The VIVE Focus is obviously self-contained and wireless, making it ideal for temporary installations for corporate events, fairs, trade shows, experiential marketing pop-ups, etc. For instance, a bare minimum Modal system sets up and breaks down in less than an hour, and can even fit in the trunk of a car. Sans lighting conditions, the VIVE Focus allows the Modal system to operate outdoors and the inside-out tracking conveniently does not conflict with other on-site VR installations using laser and/or infrared tracking.

    1. Extensibility

    The VIVE Focus has a USB-C port and screw-mount system conveniently located on the top of the visor, which has allowed Modal to fuse X & Y positional tracking with the VIVE Focus’ 6DoF, easily covering up to a 900,000 sq. ft. area with no drift. We’re looking forward to seeing more VIVE Focus accessories from other companies to extend the VIVE Focus in novel and compelling ways.

    1. Android Stack & VIVE Wave SDK

    Modal was born out of a mobile game development studio, so our internal game development team has a lot of experience getting the most out of mobile processing and working with the Android stack. We also like the fact mobile game developers can create multiplayer free-roam XR titles for the Modal system with minimal resources—especially if they have existing titles that make sense for location-based games and experiences. The Wave SDK is easy to use for both Unity and Unreal and the VIVE Focus has proved to be very stable.

    1. Affordability

    It seems like a year of innovation in XR technology equals two years of innovation for other gaming platforms. Because the hardware and software capabilities move at such a rapid pace, making large investments in high-cost tracking, processing, etc. can leave location-based vendors and operators with expensive technical debt issues. Practical ROI and hardware upgrades are critical for location-based installations. For Modal, the affordability of the VIVE Focus has helped manage that aspect of our business. 

    1. The People Behind It

    Last, but not least is the intangible benefit of working with h the HTC VIVE team. They truly understand location-based entertainment and share the same passion for making it successful.

    Last Word

    The LBVR industry needs more great developers and thinkers to help push the market forward with amazing content. The VIVE Focus combined with the Modal system provides a relatively low-risk way to get into it. Feel free to reach out to me if your company is considering LBVR. I’m always ready to chat with those who want to shape the future of fun!

    About the Author

    Jason Crawford is Chief Immersionist and Founder of Modal Systems, Inc., which he started with Nolan Bushnell (founder of Atari and Chuck E Cheese’s). Modal offers accessible and affordable free-roam virtual reality solutions for location-based entertainment.

    Twitter: @modalvr  Instagram: @modalvr  Facebook: @modalsystems

    LinkedIn: https://www.linkedin.com/in/jasoncrawford/

    Website: LINK

  • Now Available on Steam – THE QUIET MAN™, 10% off!

    Now Available on Steam – THE QUIET MAN™, 10% off!

    Reading Time: < 1 minute

    THE QUIET MAN™ is Now Available on Steam and is 10% off!*

    THE QUIET MAN™ delivers an immersive story driven cinematic action experience seamlessly blending high-production live action, realistic CG and pulse-pounding action gameplay.

    *Offer ends November 8 at 10AM Pacific Time
    Website: LINK

  • Dance magic, dance

    Dance magic, dance

    Reading Time: 2 minutes

     Firstly, I’d like to apologise for rickrolling you all yesterday. I would LIKE to, but I can’t — it was just too funny to witness.

    But as I’m now somewhat more alive and mobile, here’s a proper blog post about proper things. And today’s proper thing is these awesome Raspberry Pi–powered dance costumes from students at a German secondary school:

    In the final two years at German gymnasiums (the highest one of our secondary school types), every student has to do a (graded) practical group project. Our school is known for its superb dancing groups, which are formed of one third of the students (voluntarily!), so our computer science teacher suggested to make animated costumes for our big dancing project at the end of the school year. Around 15 students chose this project, firstly because the title sounded cool and secondly because of the nice teacher 😉.

    Let me just say how lovely it is that students decided to take part in a task because of how nice the teacher is. If you’re a nice teacher, congratulations!

    The students initially tried using Arduinos and LED strips for their costumes. After some failed attempts, they instead opted for a Raspberry Pi Zero WH and side-emitting fibre connected to single RGB LEDs — and the result is rather marvellous.

    To power the LEDs, we then had to shift the voltage up from the 3.3V logic level to 12V. For this, we constructed a board to hold all the needed components. At its heart, there are three ULN2803A to provide enough transistors at the smallest possible space still allowing hand-soldering.

    Using pulse-width modulation (PWM), the students were able to control the colour of their lights freely. The rest of the code was written during after-school meetups; an excerpt can be found here, along with a complete write-up of the project.

    I’m now going to hand this blog post over to our copy editor, Janina, who is going to write up a translated version of the above in German. Janina, over to you…

    [Ed. note: Nein, danke.]

    Website: LINK

  • Now Available on Steam – Football Manager 2019

    Now Available on Steam – Football Manager 2019

    Reading Time: < 1 minute

    Football Manager 2019 is Now Available on Steam!

    Simulation gaming perfected. Create your unique footballing story by taking charge of the club you love. Complete control of this stunningly realistic game world is yours – every decision in your hands, or yours to delegate. Your call, your way, your story. Everything you’ve ever dreamed of!
    Website: LINK

  • Weekend Deal – Phantom Doctrine, 25% Off

    Weekend Deal – Phantom Doctrine, 25% Off

    Reading Time: < 1 minute

    Save 25% on Phantom Doctrine as part of this week’s Weekend Deal*!

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • A KOBOLD New Direction For Interactive Storytelling

    A KOBOLD New Direction For Interactive Storytelling

    Reading Time: 5 minutes

    As technology advances, the line between different mediums for telling stories continues to blur. Developers at AnotherWorld seek to explore what is possible by merging traditional storytelling tools in film and television with the immersion of digital entertainment. We sat down with Creative Directors Ioulia Isserlis and Max Sacker to hear from them about their experience crafting the chilling mixed-media horror story KOBOLD.

    Interview by Nathan Allen Ortega, Vive

    [youtube https://www.youtube.com/watch?v=4bncaA6L_kw]

    For the uninitiated, tell us a bit about yourself and the team at AnotherWorld.

    Ioulia: We are a content production studio based in Berlin. Half of our team has a film background and the other half comes from game development. The convergence of these two fields is what drives our passion in blurring the line between cinema and interactive VR gaming.

    What inspired the creation of the chilling and immersive mixed media experience KOBOLD?

    Max: The idea of stepping into the movie screen is a filmmaker’s dream that has been made possible with virtual reality.

    Ioulia: When I was a child and I would watch movies, I always imagined how it would be to enter the film’s universe and join its characters. I even used to invent a whole new character just for myself and the film continued with me in it in my mind. In KOBOLD you first watch short film that has an open ending and then you leave your passive spectator role behind and become the protagonist.

    KOBOLD is super atmospheric and terrifying. What were some of the main influences on the tone and concepts explored in this game-film hybrid?

    Max: We didn’t want to do another graphic zombie scenario or vampire adaptation, and instead drew inspiration from European folklore and fairy tales. Authenticity was very important to us, because in the past, the horror genre has been over-saturated with schlocky, generic content and uninspired remakes, often drowning out the more original content and giving the genre a bad name. Storytelling centered around local folklore, traditions or culture are now becoming more appreciated. This has been understood by innovative horror creators and if you look at upcoming TV series, independent films or even recent blockbuster titles, we are now seeing a renaissance in high-quality horror.

    Cross-media stories can be tricky to create, especially with new technology such as VR. Share with us a bit of what the process was like developing KOBOLD.

    Ioulia: This process was indeed tricky and exciting at the same time. Movies and games work very differently (passive vs active storytelling) and KOBOLD stands somewhere in between the two. Hence, it was challenging to find this golden middle for our film-and story living concept.

    Developing a narrative in VR is different to traditional film making in the sense that whatever is said or planned in the script is not guaranteed to stay in the VR experience or game. In VR, the process of developing a script is always ongoing. Only after testing an idea in the virtual environment will you really see if it works or not.

    The story of KOBOLD delves into really interesting (and scary) folklore. Was this something the team wanted to explore from the beginning or did it become a part of the project during development?

    Max: The KOBOLD VR Experience is inspired by pagan mythology, ancient superstitions and the old Germanic fairy tales that don’t always have a positive ending. A kobold is creature from northern European folklore that has been represented in many different ways over the centuries. In the KOBOLD VR Experience, it is certainly not a cute little gnome or a mischievous elf but something far more terrifying.

    Were there any particular challenges you encountered during development that surprised you?

    Max: Early in the process we experimented with photogrammetry, and our tests confirmed our feeling that scanning real world characters, locations and objects could provide a foundation of cinematic realism, granting players the ability to walk freely in a 3D scanned environment would be the key to immersing them in the story. I’m happy that we decided to scan all of our environments, characters and assets. On the flipside, though, scanned objects do take their toll on game performance if they are not carefully optimized. Making the complex 3D environment we captured run smoothly, especially when illuminated by dynamic lights that cast realistic shadows meant diving into a pipeline of performance optimization that even the biggest game studios struggle with. It was a steep learning curve with many hidden surprises.

    How long did KOBOLD take to develop? What was the size of the team throughout the process?

    Max: The KOBOLD VR Experience has been in development for one and a half years, with a team of ten dedicated VR developers covering the areas of VR storytelling, programming, level and character design, photogrammetry, motion capture, facial animation, spatial audio design and tweaking the invisible magic that happens in the game engine. In addition, the short film that can be watched before or after entering the VR Experience was made possible by a dedicated film crew and brought to life by very talented actors, including a little boy that was 5 years old at the time.

    Your Head of Human Resources is adorable! Does Kodak also help with development? : )

    Absolutely! She is an integral part of our team and always there for everybody during stressful times. She is also our CFO: The Chief Officer of Fluffiness.

    What’s next for AnotherWorld? Are there more possibilities in mixed media VR you might explore or are there other kinds of projects on the horizon?

    Ioulia: Our next project is a mixed media VR experience as well. We are producing the VR game for the Sky series Pagan Peak. This will be a multi-player horror escape game set in the Alps on the German/Austrian border. The players are captured by the so called Krampus Killer, a serial killer that identifies with the “Krampus”, a half-goat, half-demon from European folklore, who during the Christmas season, punishes children who have misbehaved…

    Wow, that sounds terrifying AND perfectly timed for the holidays. Can’t wait!

    Thanks so much for taking the time to speak to us.


    KOBOLD: CHAPTER I is out now on Viveport and as part of Viveport Subscription.

    Website: LINK

  • Embracing the horrors of Nevrosa: Escape with Gexagon VR

    Embracing the horrors of Nevrosa: Escape with Gexagon VR

    Reading Time: 2 minutes

    The terrifying beings created by David Cronenberg influenced the main antagonist of both games. It’s an eerie imp, who still has some human attitude and consciousness.

    Another talented horror writer, Stephen King and the amazing adaptation of his story The Mist by Frank Darabont inspired us to create the Mist World.

    A human left alone with a completely new world is a very curious thing. Just like the first American Frontier explorers, each generation of the Conway family is drawn into the adventures in the uncanny Mist World that hides behind the vague teleportation mirrors.

    To immerse myself into the right atmosphere while working I had things like the 80s and 90s movies of Cronenberg, Carpenter and Clive Barker playing in the background.

    Every object in the game is unique. It was created with special attention to the details. Every pixel of texture has its place, and even the simple objects have something new to show every time people play.

    Nevrosa: Escape

    Creating a chilling, tense experience that also challenges the mind is no small order. How difficult was it to get the balance of chills and brain-teasing right?

    It was important for us to show that even though there are furious battles, our story is mostly about the scientist. Many notes left by the main character’s grandfather lift the veil of the Mist World, depicting the main character as a brave and smart person with a curious mind.

    Following his path, we ourselves turn from a watchmaker into an adventurer. You can most clearly see that in the Misty End, where the main character, denying the sins and fears of our world, is coming back to the Mist to face the truth.

    Working on the puzzles in the grandfather’s laboratory, we were trying to make them as logical as possible, so the player in the end, after many tries could slap his or her forehead and say, “It was so simple!”

    A good example is a puzzle with the mouse on the checkerboard, where players were trying to count the steps, memorize the direction – they may have already started to think we were maniacs of some kind – but the solution was at the surface.

    Nevrosa differs pretty dramatically from your team’s previous work. Can you tell us a bit about how your previous development experience influenced the direction of the Nevrosa universe?

    It’s hard to believe, but our team had never had game development experience before we created our company. Even such key aspects as 3D-modeling, texture making, working on Unity Engine, and story writing we were figuring out and mastering on the way.

    We think that Gexagon as a company is a case where our motivation and desire to create products of high quality help to overcome our difficulties, and where warm hearts light up new talent and skills!

    Website: LINK

  • Trick or (the ultimate) treat!

    Trick or (the ultimate) treat!

    Reading Time: < 1 minute

    I’ll keep today’s blog post short and sweet, because Liz, Helen, and I are all still under the weather.

    Raspberry Pi 4!

    Don’t tell Eben, Liz, or the rest of the team I showed you this, but here’s your Halloween ‘trick or treat’ gift: an exclusive sneak peek at the Raspberry Pi 4.

    We’ll be back to our regularly scheduled programming from tomorrow.

    Website: LINK

  • Midweek Madness – FOR HONOR™, 33% Off

    Midweek Madness – FOR HONOR™, 33% Off

    Reading Time: < 1 minute

    Save 33% on FOR HONOR™ during this week’s Midweek Madness*!

    *Offer ends Thursday at 4PM Pacific Time
    Website: LINK

  • Daily Deal – Witch It, 50% Off

    Daily Deal – Witch It, 50% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 50% on Witch It!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Thursday at 10AM Pacific Time
    Website: LINK

  • VIVE Wave – Your Next VR Platform

    VIVE Wave – Your Next VR Platform

    Reading Time: 4 minutes

    It goes without saying: virtual reality needs a unified platform. More specifically, it needs a platform that has standards for the industry, guidelines for distribution, and a hub for creating immersive experiences, be it for consumers or enterprise. Enter VIVE Wave™, the most vibrant ecosystem for standalone and mobile VR today.

    Key Features of VIVE Wave
     
    When we say VIVE Wave is a “vibrant ecosystem” for standalone and mobile VR, we mean it. Here are a number of the versatile VR features optimized for mobile in the platform:

    – <20ms motion to photon latency
     – 3/6 DoF head and controller tracking
     – Stereo rendering with Asynchronous TimeWarp
     – Single-buffer rendering with V-Sync scheduling
     – Columns or Rows strip rendering
     – Lens distortion correction and chromatic aberration correction
     – Tracking prediction
     – System 2D Overlay
     – Unity and Unreal Plugin support
     – Safety virtual wall

    Beyond mobile, here are the various HMDs supported by VIVE Wave:

    – Standalone HMD
    – Smartphone slot-in HMD
    – Smartphone tethered HMD 

    Not a VIVE Developer?

    Come from other VR or AR platforms? Maybe a PC-based VR or Android development? Are you just starting out from scratch? VIVE Wave has got you, no matter where you come from. You can leverage your existing tools to develop for the platform using the Wave SDKs which includes support for third-party engines like Unity and UE4.

    In addition to providing the tools needed for VR development, the VIVE Wave platform is also an open platform, providing OEM tools and an SDK for third parties to run VIVE Wave on their own XR mobile devices. Additionally, third-party devices—controllers, cameras, custom hardware add-ons—can integrate their devices into the Wave platform as device services with the Wave Plugin Kit SDK.

    And speaking of SDKs…

    The VIVE Wave SDK

    The VIVE Wave SDK is actually comprised of the following five SDKs, which can be downloaded here. Below, we’ll give each one a quick rundown.

    Wave Native (Android) SDK

    In addition to allowing Android developers to use the tools they are already familiar with; the Wave Native SDK allows for VR device tracking and input as well as VR stereo rendering. Wave provides VRActivity as the entry point to VR activities. For a Wave Native SDK tutorial, click here. Or if you’re looking get started now, click here.
     

    Wave Unity SDK (Plugin)

    Not familiar with the detailed VR Android interface? Don’t fret, Unity developers. This SDK allows you to concentrate on VR content development without getting to know a whole new system. The minimum version of Unity required is v5.6.3.

    Also included is a Wave simulator that allows you to develop and test with an Android phone in lieu of an actual Wave device. Click here to download. To get started in Unity, check out the prerequisite setup here.

    Wave UE4 SDK (Plugin)

    The Unreal engine is also supported with a Wave plugin. The supported version is 4.20.0 and Blueprint support is included. To get started, please click here.
     

    Wave PluginKit SDK

    Offered specifically to help accessory developers, the Wave PluginKit SDK serves as the communication conduit between a VIVE Wave™ Server and a VR DeviceService, allowing you to write a device service (driver) and plug it into VIVE Wave™ via an APK installation. This expands the scope of VIVE Wave devices to fulfill the various demands of end users, such as 3/6 DoF controllers, eye-tracking, hand-tracking, and more. For a tutorial, please click here.
     

    Wave OEM SDK

    Lastly, if you create a device that requires a VR platform —and would rather not write your own—the Wave OEM SDK is the logical choice. Provided to help developers design a VROEMService, it serves as a communication conduit between said service and a VIVE Wave™ Server.

    For a tutorial, please click here. 

    Additional Resources:

    For additional support, please check out the official WAVE SDK developer forum here. (link to: http://community.viveport.com/t5/Vive-Wave-SDK/bd-p/vive-wave-sdk)

    Looking for porting guides? We’ve got you covered here.

    And speaking of porting…

    About Porting to VIVE Wave

    Developers just need to spend minimal effort to be able to easily port contents to VIVE Wave. Porting existing VR experiences from other mobile platforms (e.g. Daydream or GearVR) is the easiest route with some developers taking as little as a week, a few days, or even a couple hours to port to the WAVE platform.

    Targeting desktop GPUs to mobile GPUs, however, can be a little challenging—but not impossible. For example, say you want to port an existing app running on VIVE / VIVE Pro / Oculus Rift to run on the VIVE Focus, which has a mobile GPU. For this port, we do have a porting guide from a case study of an actual game ported from the VIVE to the VIVE Focus here to help bridge that gap.
    Last Word

    Want to make a wise choice for your next VR (or XR) mobile/standalone project? As it’s already supported by several devices—and counting—it’s hard to imagine doing better than VIVE Wave. For a quick Getting Started guide in Unity and to see the latest entry in the developer blog, please click here.

    Website: LINK

  • We have the plague

    We have the plague

    Reading Time: < 1 minute

    Apologies to our daily visitors (we love you guys); we don’t have a proper blog post for you today because we’re all really ill. (I have food poisoning, Helen is coughing up goo and can barely speak or breathe, and Alex is being sick.)

    You’ve got a day until Halloween; if you’re looking for inspiration, we’ve got several years of archived spooky project posts for you to check out. And now, if you’ll excuse me, I’m going to go and have a little lie down.

    Website: LINK

  • Viveport Reaches out to Developers at XRDC

    Viveport Reaches out to Developers at XRDC

    Reading Time: 3 minutes

    Viveport headed to XRDC in San Francisco today to talk to the developer community about best practices for deploying and monetizing their VR content. In his speaking session today, Rikard Steiber, president of Viveport, shared with developers how to take advantage of Viveport’s offerings to generate the most revenue and reach the largest audiences.

    In addition, Viveport also gave insight into the 3rd annual Viveport Developer Awards, the newly announced 6DoF developer kits, and HTC Vive’s participation in XRA and the VirtualLink Consortium among other important topics for the developer community. Unable to make it to San Francisco for Viveport’s speaking session? Check out the main announcements made below:

    Viveport Developer Awards

    Today we announced the 3rd annual Viveport Developer Awards, Viveport’s awards program that celebrates and rewards the exceptional teams and content that have contributed to the platform’s success. This year, we are recognizing the best in over 500 pieces of content in Viveport Subscription as it has become the most popular way for Viveport users to interact with the platform.

    There will be one winner and one finalist from four PC-VR categories and one winner from three Vive Wave categories. With a cash prize, the newest Vive hardware, tickets to this year’s Game Developer Conference and a “Viveport Developer Stories” marketing video and assets, winners receive a great package of prizes to support their current and future development objectives. Submission open in November and winners will be announced during GDC 2019.

    6DoF Developer Kits

    Reiterating last week’s announcement at the 2018 World Conference on VR Industry, Viveport shared that the 6DoF developer kits for the Vive Wave VR platform are now available for a select number of Viveport developers. The 6DoF Developer Kit opens a path for developers of the Vive Wave VR platform to develop or port their VR experiences to two handed 6DoF standalone VR controls. The Developer Kit includes two 6DoF controllers and a tracking attachment that works with any existing Vive Focus devices and a suite of related software tools.

    Viveport also announced that the third-party FinchShift™ Controllers developer kits from Finch Technologies are now available for immediate online website preorders (www.finch-vr.com), with delivery in January 2019. 

    XRA

    Also announced during today’s speaking session, was HTC Vive’s participation in XRA. Formerly known as the GVRA, or Global Virtual Reality Association, the association is relaunching today with a new name and an expanded focus beyond virtual reality. As a part of the relaunch and core mission, XRA is releasing a first-of-its-kind starter guide for developers titled, “XR PRIMER 1.0: A Starter Guide for Developers,” which you can check out on XRA.org. The Starter Guide includes topics that developers should focus on to make sure users stay comfortable and safe while using AR and VR products and will lead to better end-user experiences for AR and VR.

    If attending XRDC, make sure to check out our other speaking sessions for additional insight on developing for VR. Today at 2pm, we’ll be hosting a panel on “Developing for the Standalone Ecosystem” with another panel on Tuesday at 2pm titled, “Location-Based Entertainment Best Practices”. In addition, Viveport will be sponsoring the XRDC 2018 Opening Night Reception from 5-7pm tonight and will also host the Viveport Developer Mixer tonight from 6-9pm.

    Website: LINK

  • HTC VIVE Proud to Join VirtualLink Consortium to Define Future of VR Connectivity

    HTC VIVE Proud to Join VirtualLink Consortium to Define Future of VR Connectivity

    Reading Time: 2 minutes

    Today, we are excited to announce that HTC VIVE has officially joined the VirtualLink™ Consortium and is contributing to the development of VirtualLink, a new open industry standard that enables next-generation VR headsets to connect more simply to PCs and other devices. This new specification uses a single, high-bandwidth USB Type-C™ connector cable developed to make connecting to current and future VR headsets more seamless.

    Most major tethered headsets require at least two or three cables to work; VirtualLink aims to reduce that to one. VirtualLink is a USB-C “Alternate Mode” connector that will help condense the various types of VR headset plugs used across multiple companies into a single, lightweight cord. This not only makes for an easy setup for your VIVE, but other headsets as well—next-generation headsets included—setting you up with all the power, display, and data you’ll need. The VirtualLink connector includes support for four lanes of HBR3 DisplayPort® for high-resolution displays, USB 3.1 Gen2 (SuperSpeed USB 10Gbps) for headset cameras, and sensors and up to 27W of power delivery.

    “At HTC, we strive to make the best VR experience with crisp resolution, audio, and ergonomics for our customers,” said Daniel O’Brien, HTC VIVE GM for the Americas. “Through our work with VirtualLink, we are working to define not only a connection standard for future VR products but are also undertaking important work to help to define the future of what VR can be.”

    Not only will this new open industry standard streamline cables, but it could help bring VR to an even broader audience—not just those with high-powered gaming PCs. In the future, with this new connector, VR could be used on a variety of USB-C supported devices, such as laptops, tablets, and notebooks.

    “We’re thrilled to welcome HTC VIVE to the consortium of leading companies committing to VirtualLink,” said Rambod Jacoby, Chairman of the VirtualLink Consortium and Principal Technologist at NVIDIA, one of the consortium’s founding members. “VirtualLink is not only streamlining the cords needed for a high-powered experience, but also helping make the next phase of VR more accessible to even more people.”

    More details are available at www.VirtualLink.org.

    VirtualLink is a trademark of the VirtualLink Consortium. USB Type-C and USB-C are trademarks of USB Implementers Forum. Other company and product nam

    Website: LINK

  • Daily Deal – War for the Overworld, 80% Off

    Daily Deal – War for the Overworld, 80% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 80% on War for the Overworld!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Wednesday at 10AM Pacific Time
    Website: LINK

  • Astro Pi Mission Zero: guarantee your code’s place in space

    Astro Pi Mission Zero: guarantee your code’s place in space

    Reading Time: 3 minutes

    Today is the official launch day of Astro Pi Mission Zero, part of the 2018–2019 European Astro Pi Challenge, an ESA Education programme run in collaboration with us at Raspberry Pi. In this challenge, students and young people get the chance to have their computer programs run in space on the International Space Station!

    Astro Pi Mission Zero 2018/19

    Text an astronaut!

    Students and young people will have until 20 March 2019 to from teams and write a simple program to display their personal message to the astronauts onboard. The Mission Zero activity can be completed in a couple of hours with just a computer and an internet connection. You don’t need any special equipment or prior coding skills, and all participants that follow the guidelines are guaranteed to have their programs run in space.

    Translations

    This year, to help many more people take part in their native language, we have translated the Mission Zero resource, guidelines, and web page into 19 different languages! Head to our languages section to find your version of Mission Zero.

    Take part in Astro Pi Mission Zero

    To participate, the teams’ teacher or mentor needs to register for a classroom code that will let students submit their programs. Teams then follow our online resource to write their programs using the browser-based Trinket emulator: with just a few lines of Python, your team will create a program for one of the two Astro Pi computers aboard the ISS!

    Astro Pi Mission Zero 2018/19

    Each team’s program will run for 30 seconds aboard the Space Station, visible for all the astronauts including this year’s challenge ambassadors: ESA astronaut and ISS Commander Alexander Gerst and CSA astronaut David Saint-Jacques.

    Astro Pi returns for a new 2018/19 challenge!

    Ever wanted to run your own experiment in space? Then you’re in luck! ESA Education, in collaboration with the Raspberry Pi Foundation, is pleased to announce the launch of the 2018/2019 European Astro Pi Challenge!

    Every team that submits a valid Mission Zero entry will also receive a certificate showing the flight path of the ISS above Earth at the exact time their code ran!

    Astro Pi Mission Zero 2018/19

    The challenge is open to teams of students and young people who are aged 14 years or younger (at the time of submission) and from ESA Member or Associate Member States*. The teams must have at least two and no more than four members, and they must be supervised by an adult teacher or mentor.

    Have fun, and say hi to the astronauts from us!

    About the European Astro Pi Challenge

    The European Astro Pi Challenge is an ESA Education project run in collaboration with the Raspberry Pi Foundation. It offers students and young people the amazing opportunity to conduct scientific investigations in space by writing computer programs that run on Raspberry Pi computers on board the International Space Station (ISS). The Astro Pi Challenge is divided into two separate missions with different levels of complexity: Mission Zero (the basic mission), and Mission Space Lab (one step further). This year’s Mission Space Lab is closing for applications at the end of October. Click here for more information about it.

    *ESA Member States in 2018:
    Austria, Belgium, Czech Republic, Denmark, Estonia, Finland, France, Germany, Greece, Hungary, Ireland, Italy, Luxembourg, The Netherlands, Norway, Poland, Portugal, Romania, Spain, Sweden, Switzerland, United Kingdom.

    ESA Associate States in 2018: Canada, Slovenia
    In the framework of the current collaboration agreement between ESA and the Republic of Malta, teams from Malta can also participate in the European Astro Pi Challenge. ESA will also accept entries from primary or secondary schools located outside an ESA Member or Associate State only if such schools are officially authorised and/or certified by the official Education authorities of an ESA Member or Associate State (for instance, French school outside Europe officially recognised by the French Ministry of Education or delegated authority).

    Website: LINK

  • Now Available on Steam – No Way Out – A Dead Realm Tale

    Now Available on Steam – No Way Out – A Dead Realm Tale

    Reading Time: < 1 minute

    No Way Out – A Dead Realm Tale is Now Available on Steam!

    No Way Out: A Dead Realm Tale is a chilling VR experience that takes you to hell and back! Race against the clock as you solve puzzles in this haunted mansion caught between our world and the Dead Realm. Will you escape? Or will you become just another lost soul trapped forever in Huxley’s Mansion?
    Website: LINK

  • All Along The Witching Tower with Daily Magic Productions

    All Along The Witching Tower with Daily Magic Productions

    Reading Time: 6 minutes

    The recently released Witching Tower (also available in Viveport Subscription) puts you inside a fantasy world ravaged by an undead scourge. Wielding a variety of tools and weapons, you’ll have to wade through armies of deadly enemies, solve a bevy of devious puzzles, and ultimately confront the Queen of the Tower in order to release the world from her dark influence.

    We sat down to chat with Daily Magic Production’s Marianna Vallejo so we could find out how their team crafted this visually dynamic and atmospheric narrative fantasy adventure.

    [youtube https://www.youtube.com/watch?v=r-5R7GSr7bk?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Daily Magic?

    I have background in game design and I was always a fan of mystery games and anything mysterious. I founded Daily Magic when I saw the game Mystery Case Files: Return to Ravenhearst, which inspired me to create similar story driven experiences. We founded Daily Magic in 2010 and since then we’ve developed and shipped more than 25 titles for various platforms. Most of them exist in “puzzle adventure” genre, and after the debut of current VR technology, we decided to transform all that “adventure” experience we gained over the years into VR. And that’s how Witching Tower was started.

    What inspired your team to make the leap into VR with Witching Tower?

    In the early days of VR, we saw the title Vanishing Realms and thought “Hey, that’s what we’ve been doing for all these years, but in 2D! We should try to bring what we do to the world of VR”. The technology itself was fascinating and when I first experienced VR, I was like “Wow, I can be inside the game now!”. Witching Tower started as a more casual game and at some point it was even inspired by the classic Rapunzel fairy tale. We soon realized that we needed to drop the casual approach and stick to something more dark and mysterious with deeper themes.

    Daily Magic’s background is in mobile and PC development. How did these experiences influence the creative direction of Witching Tower?

    When we were doing adventure games for PC, we were working with casual game publisher Big Fish Games. It was a great experience where we learned how to make very intuitive user experiences, which is especially useful for developing for VR. Yes, the players are hardcore, but there’s already a lot going on in VR and they need to be able to do everything in the game using just a few control buttons and the experience can’t be too complex or overwhelming.

    On a more creative side, we love experimenting with dark stories, but historically haven’t had a chance to explore those kinds of concepts in depth. With our past development experience, it was pretty easy to come up with the mystery at the core of the game, but this time we explored the narrative concepts further with added supernatural elements like necromancy and mind control. Our previous experience designing hundreds of puzzles definitely influence our game design in a way that is challenging but intuitive, and always presented in a way that feels natural to the player.

    Were there any particular influences on the tone and world of Witching Tower?

    I would say the main influences are Dark Souls 3 and Skyrim. We really wanted to match that look and feel of Dark Souls and we wanted try to make the gameplay as interesting as Skyrim. We also wanted to do something that looks good, but isn’t too complex on the development side. From our experience, crafting dark environments with atmospheric weather like rain or snow helps create a  mysterious vibe pretty much immediately.

    How long has Witching Tower been in development? How big is the team working on it?

    Our first prototype took us about 5 months to develop, where we then we took a break to show it around to get vital feedback, as well as searching for funding, which were factors on whether we should go forward with making a full experience out of it. The process go us so fascinated with VR development in general, so we decided to make a full version of Witching Tower no matter what. It took us an additional year since then to complete the game.

    Were there any particular challenges you encountered during development?

    Our biggest challenge was transitioning between development of 2D games to 3D, as well as learning how to work within the Unreal Engine. With VR specifically, the main design challenge was to craft interactions and puzzles that would be satisfying in an immersive 3D space, which is drastically different from traditional PC experiences. This challenge inspired us to create the ‘lasso’ mechanics and ‘controlling undead’ mechanics in Witching Tower, because it’s just so fun to move your hands and see the characters react to it. Adding free locomotion later in development also proved challenging, since we didn’t expect so many people would be demanding it. Early Witching Tower streamers commented on it and we listened, and while it’s not perfect, we feel proud of how it turned out for our first crack at it.

    Were there any enemies/weapons/items that you wanted to work into the game but had to be left on the cutting room floor for whatever reason?

    We really wanted to create a more elaborate introduction segment, where Queen Elenwen is manipulating the player’s mind and playing “chess” with skeletons (like in Harry Potter). We actually did build a version of the sequence, but then in execution it felt a bit too chaotic and were concerned players wouldn’t be able to make sense of what’s going on. We didn’t want to overwhelm players with mechanics, especially so early in the experience.

    What are your thoughts on VR and the role it plays in the world of adventure and puzzle game design?

    I think the adventure genre and VR are a perfect match. VR really brings storytelling and exploration to the next level, it’s just so exciting to be able to explore environments in new and immersive ways, and feel like you’re in the story in a whole new way. The tools of VR also change the game for creating and interacting with puzzles, as well. It can allow for really ambitious and unique challenges for the player to sold, like the gigantic planet puzzle in Witching Tower for example. Puzzle complexity needs to be tweaked and adjusted for VR, however, as really obtuse or  brainy stuff can prove overwhelming with that interface.

    What do you want players to take away from their time with Witching Tower?

    We really want players to enjoy the detailed environments we’ve worked really hard at crafting and have fun with the lasso and skeleton controlling mechanics. We would be happy if players can interact with everything they find in the world, and feel their blood pumping as they combat the various dangerous enemies that populate the tower.

    What’s next from Daily Magic? Any interest in developing more exciting adventures in VR?

    We have already started working on our next VR game, called Revival! We learned a lot from the development of Witching Tower and want to expand upon it all in our new game, especially in regards to the combat, with the addition of shooting mechanics. We are also planning an Arena mode for the Witching Tower, a 10-15 minute experience for arcades and location based entertainment operators. We definitely want to experiment more with plot twists and story integration in future experiences, but most importantly we’re excited for new gameplay features we’re going to build in the new game, after we collect feedback from Witching Tower players.

    That’s super exciting! Thank you for speaking to us, we can’t wait to see what you’ve got coming next!


    Witching Tower is now available on Viveport and as part of Viveport Subscription.

    Website: LINK