Articles related to virtual reality with a focus on software development, by the authors of Oculus Rift in Action.
Showing posts with label PAX. Show all posts
Showing posts with label PAX. Show all posts
Friday, September 5, 2014
Slides from our PAX Dev 2014 talk - Pitfalls & Perils of VR Development: How to Avoid Them
We (Brad Davis, Alex Benton, and Karen Bryla) recently gave a talk at PAX Dev 2014 entitled "Pitfalls & Perils of VR Development: How to Avoid Them." Slides from the talk are now available:
Sunday, June 8, 2014
PAX Dev 2014 panel
We'll be giving a presentation at PAX Dev 2014 on topics culled from chapters 7 and 8 of our book, titled Pitfalls & Perils of VR Development: How to Avoid Them.
Monday, September 2, 2013
Wearing the Oculus Rift at PAX Prime 2013
This entry is very much about the Oculus Rift, but it will take a slight detour to get there.
When I make 'cool plans', I try not to talk too much about them, because based on past experience I feel that the more I talk about a cool idea, the less likely I am to actually follow through on doing it. To that end I haven't written much up to now on my costume plans for PAX 2013.
When I make 'cool plans', I try not to talk too much about them, because based on past experience I feel that the more I talk about a cool idea, the less likely I am to actually follow through on doing it. To that end I haven't written much up to now on my costume plans for PAX 2013.
Labels:
AR,
arm,
augmented reality,
c++,
cosplay,
dr horrible,
fragment shader,
nph,
oculus,
oculus rift,
OpenGL,
PAX,
penny arcade,
raspberry pi,
rift,
tron,
virtual reality,
VR,
wearable computing
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