This is great.
But when I read the headline I was kind of hoping it might be a home arcade machine that also let me watch other people playing (ala’twitch) but then also allow me to join the game (or even take it over).
HN user
This is great.
But when I read the headline I was kind of hoping it might be a home arcade machine that also let me watch other people playing (ala’twitch) but then also allow me to join the game (or even take it over).
Oh yes at the time I ordered a sheet but it didn’t align with my display panel. I should try that again.
I got excited about this a few years ago when I was into digital pinball. I built an open source project called Phonemote using an iPhone to track eyes and relay telemetry over WiFi/BT and a plugin for FuturePinball.
However the result wasn’t that useful because we humans have 2 eyes.
The 3d effect is very compelling if you close/cover one eye.
But that becomes annoying quickly.
The best results I had was sneering a little hair gel in the center of my left eye glassses. Then it felt like I was using 2 eyes but really my right eye was seeing the pinball table clearly and fooling my brain.
Back in the day of LAN parties Descent was our favorite game.
Auto-pilot is not on all Teslas as it was a paid upgrade til mid-2019. My M3 does not have auto-pilot!
To avoid memory allocations, and if you can modify the source string in place, then an alternative is to return std::vector<char*> and modify the string to replace the separators with '\0'.
Of course, as that post suggests, use reserve() to encourage having the vector itself as optimal as possible. (In my strsplit call I pass it in as optional so each caller can optimize it).
Cardboard SDK is already stereo vision.
Looking at tech specs there is no touch controls. Input is either by using CV hand tracking or sending motion controls from an Apple Watch. Basically they are using Apples SDK for everything.
Wouldn’t the SDK be the same as Google Cardboard but disabling the distortion and mirroring the output?
Use ARKit/ARCore for tracking.
A few lines of code and you are all set.
Not a very original or clever form factor. At least design it more like the Mira Prism (https://www.mirareality.com/) where the phone position is closer to your head and have a large open FOV. I get that they want to expose the phones back camera for tracking - but use some fancy mirrors or something?
Ultimately this is very google cardboard like and passive so $129 is quite expensive.
I built a fun toy like this in the early 2000’s for $10 using foam board and a $5 sheet of teleprompter glass.
Ultimately anything like this has failed to capture the market because people just don’t want to have their phones out of reach and/or risk their battery using the camera/tracking.
Same happened to me!
I developed NewtFTP because wireless cards were just starting to appear, the PM100D cellular cards and the early 802.11 WiFi. FTP was the most popular way at that time to distribute application packages and files.
It felt like living in the future walking down the street in ‘96 with my newton and accessing the internet!
I was worried about that too - because I loved the (apparent) simplicity of using Apple maps from my phone... until I actually got the Tesla and found voice navigation is way easier and flawless. (And in the very occasional situation I have an address on my phone now I can just share it to the Tesla). I don’t miss CarPlay (at least for the features I used).
I run a multiplayer VR team platform where we run a copy of Unity3d on the linux cloud server and load the the same Unity Asset Bundle on the server as the clients ("The current world"). I chose this method because:
(1) it followed the Unity3d documented approach using UNET server and client architecture (2) it meant we get to simulate the entire scene on the server (physics, meshes, networked objects, etc)
We boot the instances on demand when a team wants to meet in VR.
Sounds like Unity's new T&C's means this architecture is dead in the water.. unless Authorized by Unity3d. :-(
Have to give it to Apple for acknowledging the difficulty in writing responsive (as in no lockups) applications and designing multiple developer framework solutions to solve it (Grand Central Dispatch and NSOperationQueue).
Both those are designed to enable developers to easily offload work to background threads and prioritise queued work for the user. No open-for-interpretation thread priorities, but named QoS priorities (User Interactive, User Initiated, Utility and Background). It makes much more sense for that abstraction.
We just need more developers to make use of it.
I liked in particular adding a short "cooling off" period for a group to break and relax before coming back to make a decision.
I don't know much about the logic used in self-driving cars - but I do wonder how they will handle roundabouts. We have a lot of them here (Australia) and you have to give way to a car that is approaching or entering the roundabout on your right - which often is opposite you. How will a self-driving car cope with detecting a vehicle behind the concrete barrier of a roundabout?
And here's one I made to actually have a test drive as well: https://youtu.be/LKgJk7DdyuY
If you are going with a visual piece of tape, then you could replace the arduino with a simple mobile app that recognised the tape via camera and transmits speed via UDP to the app. I wonder if the camera on a typical phone could keep up ?
And as you mention VR, the Amiga powered the first generation of Virtuality SU1000 & SD1000 arcade machines!
Unity provides no way to immediately view full-screen unless you actually build a standalone OS X or Android app every time.
This has finally been resolved since Unity 5.1.0p1 (12 June 2015), which renders live to a DK2 while in the Editor. This greatly improves the prototyping and development workflow.