Programmer, hobby game dev, @verotruesocial and @rayne_3d developer. Experienced with Graphics APIs and iOS.

Hamburg
Joined May 2009
Nils Daumann retweeted
🚀 GRAB is officially out on the Meta Horizon Store! 🎉 Download FREE right now ⬇️ vr.meta.me/s/1Iyhxxbso9dQuPl Then climb, jump, and swing through 100,000s of user-created levels! Or create your own! #GRABVR
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I just released what might be the biggest GRAB update ever! Players are now able to animate their own levels. Available NOW on #AppLab #Steam and #Pico. Get it through @SideQuestVR sidequestvr.com/app/4222 #vr #Oculus #oculusstart #gamedev #indiedev #Meta #Metaverse
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Nils Daumann retweeted
📣 We're excited to announce Modulate has partnered with @SlinDev to bring #ToxMod to GRAB, the multiplayer VR parkour game! We're excited to see ToxMod's positive impact. ▶️ Read more here: bit.ly/3wgklK5
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Not sure what's happening, but I like where GRAB player numbers are going :) (that said, they used to be better in early 2022) #MetaQuest2 #picoxr #oculus #oculusstart #applab #vr
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GRAB just reached a new milestone: 200,000 levels have been created by the community!
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GRAB is coming to Steam on April 27 and I made a new trailer :) And already available for Quest, Pico and PC through @SideQuestVR sidequestvr.com/app/4222/gra… #vr #Oculus #meta #oculusstart
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Nils Daumann retweeted
Pretty heartbroken to see the end of @EchoGames come to pass, if it wasn't for Echo and @MetaQuestVR I without a doubt would not be where I am today. Forever grateful 😭🙏
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It took about 14 months, but GRAB finally made it to 500k lifetime active users! And many of them are still regularly coming back to play :) Get it on @SideQuestVR: sidequestvr.com/app/4222/gra… #vr #Oculus #meta #oculusstart
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I started implementing animations in GRAB. #vr #oculusstart #metaquest #indiedev
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Reached another milestone over night :) 1000 ratings!
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GRAB just made it to 100000 levels made by players! Thank you all for building amazing things and making this game this much fun, even after 17 months of working on it and playing almost every day. Get it on @SideQuestVR sidequestvr.com/app/4222/gra… #vr #Oculus #meta #oculusstart
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Players have made over 55000 levels already! And to get that number even higher I released an update today with a couple of usability improvements for the editor (highlighting selection, scalable selection sphere, locking objects, manipulators and menus showing through objects).
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I've been trying to optimise rendering enough to allow for realtime shadows on Quest 2, but it turned out to be a bigger problem than expected. I pretty much gave up for now :( At least without shadows it is super smooth now.
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Interestingly I don't even see any improvements in binning performance after compressing vertex data (and verifying that it is cache friendly) or splitting off the vertex positions into their own buffer.
The problem is in big levels with lots of overdraw as the driver decides to render directly into system memory. I feel like tile based rendering would help, but there doesn't seem to be a way to force it.
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Today I finally figured out how to use the CPU profiler in android studio...
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