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MTBS3D RT @IFCSummit: #IFCSummit Visionaries Panel with @IntelSoftware @intel @AMD and @jonpeddie talks Client-to-Cloud. #CloudComputing #FutureCo
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MTBS3D RT @IFCSummit: Arvind Kumar is a Senior Principal Engineer for @intel @IntelSoftware. At #IFCSummit he explained the workings of the Client…
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The Story of Project Holodeck


The Hardware Wrench

We encountered numerous problems with the hardware, and it ultimately threw a massive wrench in our game design process.  An even bigger challenge than the hardware by itself was networking it with two players using client / server architecture.  I wish I could go into more details about it here, but that would be an article in itself! All in all by December we showcased Project Holodeck locally and internationally, and we were surprised and super exhilarated that this thing was actually working – and people actually had fun!

Project Holodeck in action!

A new medium of games was emerging (and it still is).  VR gaming shares a lot with traditional games, but in so many ways it is totally different and new.  Now that we had a system that worked, we realized we could make more games – not just experiences – but actual games, designed from the beginning for virtual reality.

By January, Oculus was soaring with their developer kit manufacturing pipeline, and our Advanced Games professor Laird Malamed was hired as COO.  Palmer and Laird got us two pilot run units and we integrated them with the Holodeck system, changing from the Socket HMDs that we had mounted on to ski goggles (Sockets graciously provided by Mark Bolas and the team at Mixed Reality Lab!).  The two HMDs are quite similar, but the build in ‘ski mask’ design on the Rift was much more comfortable than our hacked-on ski goggles, and the swappable lenses gave us more options when play testing at various showcases and venues.