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The creator, director and producer of Flatline VR has been fascinated by real-life accounts of near-death experiences since first meeting a friend in 2001 who lived to tell the story of leaving his body, only to return to Earth. Jon Schnitzer has been waiting 16 years for virtual reality technology to evolve to this point.
The original Serious Sam game, known as Serious Sam: The First Encounter , released back in 2001. The most accurate comparisons you could draw would be to that of the Duke Nukem, Unreal, and Quake franchises. For those unaware, let’s take a quick history lesson.
Graphically, the game uses the Unreal Engine 4 to modest effect. Yes, the AI Lucy was fun at times, but an artificial voice cracking jokes and referencing the classic film 2001 does not make a game. There are fewer bugs this way, but the sense of immersion is much lower.
Or Unreal if that’s your language. In my lab, we published networked VR studies as early as 2001 where we networked three people together in VR and saw how the collaboration went and how avatars changed them. For four years, I stayed at UCSB and I learned how to program VR. I learned how to do the coding.
Then we had a hard landing 2001. So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. We’ve been self-funded since 2001 as a company. Affordable.
Then we had a hard landing 2001. So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. We’ve been self-funded since 2001 as a company. Affordable.
Then we had a hard landing 2001. So you don't know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. We've been self-funded since 2001 as a company. It stands for effortless.
” “The acceleration of innovation coming from the video game industry is being driven by real-time game engines, like Unreal and Unity, primarily used in XR and video games, and now more and more in the cinema industry.” The XR community are really experts on that.” Image Credit: Reality Check VR.
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