Nullspace VR – Touch Virtual Reality

Over the past few months I have been working with a company – NullSpace VR.

NullSpaceVRLogo

Wearing the Mark 2 Suit!

Wearing the Mark 2 Suit! (No gloves)

What is NullSpace VR?

They’re working hard on a Haptic Feedback suit!

 

  • Region based feeling – your avatar gets hit in the shoulder, you feel a vibrating pulse.
  • Gloves – Reach out and touch a piece of the digital world, feeling haptic clicks, buzzes and snaps as you interact

MY Contributions

Since last summer I’ve been creating demos, working on their API and helping pull various technology.

  • Demos – Show-off their awesome technology
  • Unity API – Creating tools for future developers to use

Demos

Dodgeblock

In Dodgeblock the player suits up to dodge projectiles and collect others.

The demo currently uses the Kinect as our tracking system is finished up.

Sculpt

Sculpt is an interaction demo where you carve a large chunk of blocks, feeling haptic effects along the way.

Use your hands to paint or remove blocks.

This version of the demo was built for Leap Motion & the Feedback Gloves.

Unity API

To add NullSpace’s haptics to your game there are three main ways to do it.

  • Through Code – Create a haptic at this spot for X duration with Y type of effect (pulse, click, hum, etc)
  • With Physics – Have collision code with environment objects create and remove haptic effects. (Ex. Fire creates a rapid pulse, a table creates a simple click)
  • With the haptics editor – Imagine an animation or cut-scene for physical haptic effects. (created by yours truly)

The Journey

Working with NullSpace has been an interesting challenge. It’s been a mix of my technical knowledge and expertise blended with hardware and business which are outside of my usual area of discipline.

There is a long list of features to support that have come together

  • Infinite duration haptics
  • Start & Stop on code command
  • Start & Stop on physics events
  • Handling multiple haptics simultaneously
  • Avoiding connection loss
  • Auto-connecting the hardware to the game code.

I look forward to continuing my work.

Ataraxy – May 5th Build

May 14th Build V2.9

[Chrome Users: Webplayer support was recently removed from this browser. Due to this being an outdated build, I will focus on getting the up-to-date build working first.]

[unity src=”931″]

Use the full screen button ^

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[contact-form-7 id=”789″ title=”Ataraxy Feedback!”]

TERRAIN GENERATION

This version slightly improves the existing terrain generation.

  • Fixed small bug in cluster danger formula. Will no longer override default danger values for rare clusters.
  • Added random cluster rotations to make the world feel less ‘grid-like’
  • Revised the only boss cluster to be a very occupied collection of platforms with numerous enemies.
  • Reduced rare & boss cluster spawn rate.
  • Brainstorming random landmarks for visual interest

UPCOMING DEVELOPMENT

  • Terrain Generation Improvements
    • Non-Graybox landmarks
    • Bridges?
    • Return of tilted platform?
    • More island generation approaches
  • Pathfinding bug fixes
  • Loot system revision
  • Bosses?

Thank you for reading and playing!