This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
We first saw the Reactive Grip tech—which uses sliding bars to provide unique ‘shear’ feedback— way back in 2013. Tactical Haptics plans to ship the dev kit controllers with tech demos, an SDK, and plugins for Unity and Unreal, so that developers can integrate the controller’s unique haptics with their content.
Originally launched as CastAR on Kickstarter in 2013, the previous iteration of the technology saw lots of consumer interest. The Tilt Five team invites those interested in developing for the platform to contact them , as they can provide an SDK with ready-made plugins for Unity 5.5+ and Unreal Engine 4. .
Seattle-based Polyarc received an Epic Games Unreal Developer grant for an unannounced project, code name: Moss. Bitmovin , founded in 2013, is based in Palo Alto, CA, and Klagenfurt, Austria, and provides video infrastructure for the web. The company is outspoken about its commitment to intuitive gameplay, and the $3.5M
We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. Or Unreal if that’s your language. The story of Strivr begins in 2013. For four years, I stayed at UCSB and I learned how to program VR. I learned how to do the coding.
Game engines like the versatile Unity have long been the go-to for AR development, and for good reason. In 2013, after 10 years of creating video games, he joined Magic Leap where he was promoted to senior director, overseeing content and SDK teams. And it was for me as well; I’ve been a Unity user forever.
Game engines like the versatile Unity have long been the go-to for AR development, and for good reason. In 2013, after 10 years of creating video games, he joined Magic Leap where he was promoted to senior director, overseeing content and SDK teams. And it was for me as well; I’ve been a Unity user forever.
Once we had done that, we did that around 2013. So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?
Once we had done that, we did that around 2013. So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?
Once we had done that, we did that around 2013. So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?
About Magnopus: Founded in 2013, Magnopus is an experience technology company. That's what we're truly excited about." For more information on the open source Connected Spaces Platform, visit magnopus.com or contact hello@magnopus.com.
Game engines like the versatile Unity have long been the go-to for AR development, and for good reason. In 2013, after 10 years of creating video games, he joined Magic Leap where he was promoted to senior director, overseeing content and SDK teams. You know what, go learn Unity and coding and figure out how to actually make it.
And I've been asking for it all the way since we talked the first time at SIGGRAPH in 2013. Alan: Actually, I would say all of them are based on Unity or Unreal. And I think two years ago something happened, and people were starting to talk about standard surface. The MDL guys from Nvidia started talking about things.
And I've been asking for it all the way since we talked the first time at SIGGRAPH in 2013. Alan: Actually, I would say all of them are based on Unity or Unreal. And I think two years ago something happened, and people were starting to talk about standard surface. The MDL guys from Nvidia started talking about things.
It's adopted by industry leading graphics engines such as Unreal Engine 4 , Unity 5 and Amazon’s Lumberyard to provide developers an easy path to take amazing in-game shots. The game was funded via a Kickstarter campaign in October 2013, and was released in August 2016 for PC, with a macOS version released in March 2017.
And I've been asking for it all the way since we talked the first time at SIGGRAPH in 2013. Alan: Actually, I would say all of them are based on Unity or Unreal. And I think two years ago something happened, and people were starting to talk about standard surface. The MDL guys from Nvidia started talking about things.
pic.twitter.com/cx93BXKY — Noah Zerkin (@noazark) January 21, 2013. AugmentedReality #xr #vr #wearable #unity #spatialcomputing pic.twitter.com/h2KAkgXWQq — Noah Zerkin (@noazark) February 15, 2019. Noah playing around with Unity with the North Star headset. On the downtown 3 train.
Earlier this year, Seattle-based Polyarc received an Epic Games Unreal Developer grant for an unannounced project, code named “Moss.” Bitmovin , founded in 2013, is based in Palo Alto, CA, and Klagenfurt, Austria, and provides video infrastructure for the web. FROM DESTINY AND HALO TO POLYARC – $3.5M FOR VR GAME IN 2017.
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content