This pull request introduces initial support for Apple's visionOS platform in the Godot Engine. It adds a new build target enabling developers to create and export Godot projects specifically for visionOS headsets. The implementation leverages the existing xr
interface and builds upon the macOS platform support, allowing developers to reuse existing XR projects and code with minimal modifications. This preliminary support focuses on enabling core functionality and rendering on the device, paving the way for more comprehensive visionOS features in future updates.
Google Cloud's Immersive Stream for XR and other AI technologies are powering Sphere's upcoming "The Wizard of Oz" experience. This interactive exhibit lets visitors step into the world of Oz through a custom-built spherical stage with 100 million pixels of projected video, spatial audio, and interactive elements. AI played a crucial role in creating the experience, from generating realistic environments and populating them with detailed characters to enabling real-time interactions like affecting the weather within the virtual world. This combination of technology and storytelling aims to offer a uniquely immersive and personalized journey down the yellow brick road.
HN commenters were largely unimpressed with Google's "Wizard of Oz" tech demo. Several pointed out the irony of using an army of humans to create the illusion of advanced AI, calling it a glorified Mechanical Turk setup. Some questioned the long-term viability and scalability of this approach, especially given the high labor costs. Others criticized the lack of genuine innovation, suggesting that the underlying technology isn't significantly different from existing chatbot frameworks. A few expressed mild interest in the potential applications, but the overall sentiment was skepticism about the project's significance and Google's marketing spin.
Augurs is a demo showcasing a decentralized prediction market platform built on the Solana blockchain. It allows users to create and participate in prediction markets on various topics, using play money. The platform demonstrates features like creating binary (yes/no) markets, buying and selling shares representing outcomes, and visualizing probability distributions based on market activity. It aims to highlight the potential of decentralized prediction markets for aggregating information and forecasting future events in a transparent and trustless manner.
HN users discussed Augurs' demo, with several expressing skepticism about the claimed accuracy and generalizability of the model. Some questioned the choice of examples, suggesting they were cherry-picked and lacked complexity. Others pointed out potential biases in the training data and the inherent difficulty of accurately predicting geopolitical events. The lack of transparency regarding the model's inner workings and the limited scope of the demo also drew criticism. Some commenters expressed interest in the potential of such a system but emphasized the need for more rigorous evaluation and open-sourcing to build trust. A few users offered alternative approaches to geopolitical forecasting, including prediction markets and leveraging existing expert analysis.
Meta's Project Aria research kit consists of smart glasses and a wristband designed to gather first-person data like video, audio, eye-tracking, and location, which will be used to develop future AR glasses. This data is anonymized and used to train AI models that understand the real world, enabling features like seamless environmental interaction and intuitive interfaces. The research kit is not a consumer product and is only distributed to qualified researchers participating in specific studies. The project emphasizes privacy and responsible data collection, employing blurring and redaction techniques to protect bystanders' identities in the collected data.
Several Hacker News commenters express skepticism about Meta's Project Aria research kit, questioning the value of collecting such extensive data and the potential privacy implications. Some doubt the project's usefulness for AR development, suggesting that realistic scenarios are more valuable than vast amounts of "boring" data. Others raise concerns about data security and the possibility of misuse, drawing parallels to previous controversies surrounding Meta's data practices. A few commenters are more optimistic, seeing potential for advancements in AR and expressing interest in the technical details of the data collection process. Several also discuss the challenges of processing and making sense of such a massive dataset, and the limitations of relying solely on first-person visual data for understanding human behavior.
Researchers at Tokyo Tech developed a high-speed, robust face-tracking and projection mapping system. It uses a combination of infrared structured light and a high-speed projector to achieve precise and low-latency projection onto dynamically moving faces, even with rapid head movements and facial expressions. This allows for real-time augmented reality applications directly on the face, such as virtual makeup, emotional expression enhancement, and interactive facial performance. The system overcomes the limitations of traditional projection mapping by minimizing latency and maintaining accurate registration despite motion, opening possibilities for more compelling and responsive facial AR experiences.
HN commenters generally expressed interest in the high frame rate and low latency demonstrated in the face-tracking and projection mapping. Some questioned the practical applications beyond research and artistic performances, while others suggested uses like augmented reality, telepresence, and medical training. One commenter pointed out potential issues with flickering and resolution limitations, and another highlighted the impressive real-time performance given the computational demands. Several expressed excitement about the possibilities of combining this technology with other advancements in AR/VR and generative AI. A few questioned the claimed latency figures, wondering if they included projector latency.
Creating Augmented Reality (AR) experiences remains a complex and challenging process. The author, frustrated with the limitations of existing AR development tools, built their own visual editor called Ordinary. It aims to simplify the workflow for building location-based AR experiences by offering an intuitive interface for managing assets, defining interactions, and previewing the final product in real-time. Ordinary emphasizes collaborative editing, cloud-based project management, and a focus on location-anchored AR. The author believes this approach addresses the current pain points in AR development, making it more accessible and streamlined.
HN users generally praised the author's effort and agreed that AR development remains challenging, particularly with existing tools like Unity and RealityKit being cumbersome or limited. Several commenters highlighted the difficulty of previewing AR experiences during development, echoing the author's frustration. Some suggested exploring alternative libraries and frameworks like Godot or WebXR. The discussion also touched on the niche nature of specialized AR hardware and the potential benefits of web-based AR solutions. A few users questioned the project's long-term viability, citing the potential for Apple or another large player to release similar tools. Despite the challenges, the overall sentiment leaned towards encouragement for the author and acknowledgement of the need for better AR development tools.
Summary of Comments ( 206 )
https://news.ycombinator.com/item?id=43768421
Hacker News users generally expressed excitement about Godot's upcoming native visionOS support, viewing it as a significant step forward for the engine and potentially a game-changer for VR/AR development. Several commenters praised Godot's open-source nature and its commitment to cross-platform compatibility. Some discussed the potential for new types of games and experiences enabled by visionOS and the ease with which existing Godot projects could be ported. A few users raised questions about Apple's closed ecosystem and its potential impact on the openness of Godot's implementation. The implications of Apple's developer fees and App Store policies were also briefly touched upon.
The Hacker News post titled "Native visionOS platform support" (linking to a Godot Engine pull request adding visionOS support) has a modest number of comments, sparking a discussion around the implications and potential of this development.
Several commenters express excitement about Godot's support for visionOS, seeing it as a significant step towards broader adoption of the platform. One user highlights the relative ease with which Godot projects can now be ported to visionOS, potentially attracting developers interested in exploring the new platform without extensive rewrites. This sentiment is echoed by others who believe Godot’s open-source nature and ease of use make it an ideal engine for early visionOS development.
Some discussion revolves around the current limitations of the visionOS implementation. Commenters mention the absence of finger tracking and the need for further refinements to the input system. There's also acknowledgment that visionOS itself is still in its early stages, and developers are waiting to see how the platform evolves and what opportunities it presents.
The performance of Godot on visionOS is a topic of interest, with one user pointing out the potential overhead of running Godot's game loop on top of Apple's RealityKit. However, there's also optimism about the performance potential given Apple's hardware and Godot's relatively lightweight nature.
A few commenters express skepticism about visionOS's overall prospects, questioning the market demand for the platform and Apple's approach to XR. However, these comments are interspersed with more positive perspectives that see potential in the long term, particularly for specific use cases like productivity applications and immersive experiences.
Finally, some comments delve into technical details of the implementation, discussing the use of MoltenVK and the challenges of supporting a new platform within Godot's existing architecture. One user specifically questions the reliance on MoltenVK and expresses a preference for native Metal support.
In summary, the comments section reflects a mix of enthusiasm and cautious optimism for Godot's visionOS support. While some users express reservations about the platform itself, many see this as a positive development for Godot and a potential catalyst for wider visionOS adoption, especially among indie and smaller developers. The discussion also touches upon technical challenges and the need for ongoing development to fully realize the potential of this new platform integration.