It has been over a year since my last review of a vintage virtual reality book. I’ve recently come across a good one that I’d like to share.
In 1978, Richard Bartle co-authored MUD, the very first virtual world. In 2003, he shared his twenty-five years of virtual world and MMORPG experience in the book Designing Virtual Worlds. Here are some excerpts from the preface:
Too much virtual world design is derivative. Designers take one or more existing systems as foundations on which to build, sparing little thought as to why these earlier worlds were constructed the way they were.
Are designers even aware that there are decisions they can unmake? Although a good deal of design is evolutionary, that does not mean designers can’t be revolutionary, too.
The key is in recognizing the face that what seems eminently logical to you from your usual perspective might turn out to be disastrous when viewed from another angle — and then realizing that the worlds you’re drawing inspiration from almost certainly contain elements designed by people who didn’t recognize that fact until it was too late.
Obviously, the preface resonated with me on the topic of metaverse design.
The book is an incredible seven hundred and fourty-one pages, filled with decades of experiences and observations in virtual worlds. According to Wikipedia, it has been called “the bible of MMORPG design”. Read More…
This is the third and final article (in a series) on the issues that face the virtual reality community as it finally enters a period of rapid and sustained growth. If you need additional context, please begin with the first article in the series, “Before the Eternal September of Virtual Reality“.
You are a developer, right?
That’s the impression that many of you gave Oculus when you agreed that you were purchasing a product that was intended for developers. If that is actually not the case, we’d like for you to stick around.
Given the amount of time that the development kits have been available, and the introduction of other “innovator” products (like Cardboard and Gear VR), I think that it is a safe bet that software developers are already a small minority in the VR community.
This time around, nobody is holding your order hostage until you click the checkbox with the correct answer. Do you mind giving this unscientific poll a quick response?
Only a year ago, we were using the original Oculus Rift Developer’s Kit (DK1). The community could be an unfriendly place for non-developers. Do you know how we tended to respond to those who were having problems finding good games and getting them to work? Repeat the mantra from the caption below.
The image above is clearly a fake, as is the quote, but the sentiment was (and to some degree, still is) true. Even today, the Oculus Rift is intended for developers, and it works well for Oculus not to be sandbagged with end-user support at this time. Read More…
I watched a worldwide community die. Not just one. Hundreds of them. Thousands of them. As the National Science Foundation Network transitioned into the public Internet, everything changed.
Up until the mid-1990s, Usenet Newsgroups were the place to go for lively conversations and well reasoned debate on any number of topics. Social issues, technology, cooking, auto repair, you name it. The topic was already there, and people were ready to talk about it.
What we may not have realized at the time was that there was a secret sauce which made it all come together. It wasn’t the servers or the NNTP protocol which transported the messages across the globe. First and foremost, it was the people: the informed participants who were passionate and well-informed about whatever topic they had come to discuss. Read More…
This is the third article in a series on the Valve/HTC Vive Ecosystem. If you you need additional context, please begin with the first article in the series.
A famous quote from Gabe Newell is about a lesson that Valve learned early-on when dealing with the Internet. You can find it in Episode 306 of the Nerdist Podcast at 00:12:14.
Don’t ever, ever try to lie to the Internet because they will catch you. They will deconstruct your spin. The will remember everything you ever say for eternity. -Gabe Newell
At this year’s Game Developers Conference where Valve announced their Virtual Reality partnership with HTC, and at that time, Gabe made an incredible claim about the Lighthouse tracking technology:
So we’re gonna just give that away. What we want is for that to be like USB. It’s not some special secret sauce. It’s like everybody in the PC community will benefit if there’s this useful technology out there. -Gabe Newell (Valve)
The story which accompanies the interview describes Lighthouse as a way of providing infinite input solutions into Virtual Reality. “As long as tracking is there, anything can be brought into VR, like how USB ports enable you to plug (virtually) anything into your computer.”
What the Technology Brings
In the previous two articles, we’ve dug into the technology itself, and it supports what we’ve been told. Spend perhaps $100-150 for two of Valve’s Lighthouse units and mount them in opposite corners of the room. At that point, you can almost forget about them. But any enabled device that you bring into the room can take advantage of:
- Rock-solid positional data with high precision and resolution
- Rock-solid orientation data with high precision and resolution
- Very low additional power use (passive sensors, undemanding electronics)
This is the second article in a series on the Valve/HTC Vive Ecosystem. If you have not already done so, please begin with the first article in the series.
Today’s article will provide additional information on the Lighthouse units, explain the Lighthouse sensor system, and take a brief look at the sensor processing which is used to return the absolute position of a tracked device.
This particular article will try to tread carefully. There’s no way around it, folks. This article is going to contain facts, rumors, innuendos, and outright lies about the operation of Valve’s Lighthouse sensor system.
- We’re working with publicly available information, which is scarce.
- There is no documentation.
- It is still in development and very subject to change.
- There is no need for regular users to understand the underlying details.
- Software developers can expect to be given an API that reports position without knowing any of the underlying hardware details.
Finally, for the time being, Valve employees are busy getting this stuff ready, and their time is better spent working on the product than answering all the outside questions. See page #9 of the Valve Handbook for New Employees for more details on how that process works.
We’ll have to assume that we’re on our own, for now.
Back to the Lighthouse for a Moment
I’m going to use the earlier research and development model for a reference.
Towards the middle upper left of the enclosure is a panel that has been mounted with LEDs. The apparent purpose of these LEDs is to widely emit a flash of infrared light which could have something close to the same perspective and range as the laser beams. Read More…