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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

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.