Trade-offs and compromises are a necessary “evil” when it comes to software development. If you want feature A, you must sacrifice some speed. If you want feature B, you must reduce what’s going on with feature C. Procedural land generation is supposedly no different and that has been my ongoing battle for the past six […]
Month: March 2017
Announcing (VERY LATE)… 3Z Incursion on Google Play
Sometime back in December of 2016 I finished up an HCI project that resulted in a VR game for Google Cardboard. The purpose of the project was actually to test the effects of dual screen calibration combined with using 3D user interface HCI methodologies on creating a more “realistic” Virtual Reality experience. The result was the zombie […]