WorldGen is an open-source Python library for procedurally generating 3D scenes. It aims to be versatile, supporting various use cases like game development, VR/XR experiences, and synthetic data generation. Users define scenes declaratively using a YAML configuration file, specifying elements like objects, materials, lighting, and camera placement. WorldGen boasts a modular and extensible design, allowing for the integration of custom object generators and modifiers. It leverages Blender as its rendering backend, exporting scenes in common 3D formats.
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.
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.
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.
This blog post explores how video games can induce motion sickness and offers developers practical advice for mitigating it. The author explains how conflicting sensory information between visual motion and the vestibular system creates motion sickness, highlighting common culprits like field of view, camera acceleration, and head bob. The post advocates for robust accessibility options, suggesting features such as adjustable FOV, camera smoothing, disabling head bob, and providing comfort settings presets. By incorporating these considerations, developers can create more inclusive gaming experiences for players susceptible to motion sickness.
HN commenters largely agree that motion sickness in games is a significant accessibility issue, with several sharing personal experiences of being unable to play certain games due to it. Some suggest that developers often prioritize visual fidelity over comfort, neglecting those susceptible to motion sickness. Several commenters offer specific technical suggestions for mitigating the problem, including adjustable FOV, head bob reduction, and implementing "comfort modes" with features like vignette filters. A few mention that the prevalence of first-person perspective in modern games exacerbates the issue and highlight the need for more third-person options or improved camera controls. There's also discussion around the physiological basis of motion sickness and the varying susceptibility among individuals. One commenter suggests that VR sickness and game motion sickness are distinct experiences with different triggers.
Summary of Comments ( 19 )
https://news.ycombinator.com/item?id=43824548
Hacker News users generally praised WorldGen's potential and its open-source nature, viewing it as a valuable tool for game developers, especially beginners or those working on smaller projects. Some expressed excitement about the possibilities for procedural generation and the ability to create diverse and expansive 3D environments. Several commenters highlighted specific features they found impressive, such as the customizable parameters, real-time editing, and export compatibility with popular game engines like Unity and Unreal Engine. A few users questioned the performance with large and complex scenes, and some discussed potential improvements, like adding more biomes or improving the terrain generation algorithms. Overall, the reception was positive, with many eager to experiment with the tool.
The Hacker News post titled "WorldGen: Open-source 3D scene generator for Game/VR/XR" (https://news.ycombinator.com/item?id=43824548) has generated a modest number of comments, mostly focusing on the project's potential, limitations, and comparisons to existing solutions.
Several commenters express excitement about WorldGen's capabilities and open-source nature, seeing its potential for game development, virtual worlds, and even architectural visualization. One user highlights the value of procedural generation for creating vast and varied environments, particularly for VR applications. Another appreciates the project's accessibility and the possibilities it opens for indie developers.
However, some commenters also point out the current limitations of the project. One notes the simplistic nature of the generated scenes, suggesting they lack the detail and complexity needed for truly immersive experiences. Another observes the performance limitations, especially when generating large or complex scenes. The reliance on Blender for rendering is also mentioned as a potential bottleneck or inconvenience.
Comparisons are drawn to other procedural generation tools and game engines. One commenter mentions the Godot Engine, praising its built-in procedural generation capabilities and ease of use. Another points out the limitations of procedural generation in general, noting that while it can create vast landscapes, it often struggles with creating believable and detailed environments.
Some specific technical aspects are also discussed. One user inquires about the possibility of exporting generated scenes to other formats like glTF, while another questions the choice of Python for the project. The use of Blender as a rendering engine is also brought up, with some questioning its suitability for real-time applications.
Overall, the comments reflect a mix of enthusiasm and cautious optimism. While many see the potential of WorldGen, they also acknowledge its current limitations and the challenges inherent in procedural generation. The discussion highlights the ongoing need for more robust and accessible tools for creating realistic and engaging 3D environments.