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Friday, February 16, 2018

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Susan

VRChat, like Sinespace, use Unity. That is why the above image looks so good but it's also why their SDK is daunting. Not much they can do about that, because - Unity. Sansar has a better chance of being able to provide easier to use creation tools because they built their own game engine.

Pulsar

In-house engines have advantages, like having one fully tailored for your project, no worries about your engine being supported until your project lasts, full freedom for the devs, ... but also disadvantages, such as the time and the resources required to develop and to maintain it. If Sansar still looks like a tech demo, that's one of the reasons. It's a choice. If you think it will repay itself on the long run, then you choose that. On the other hand, taking too much time could lead to missed opportunities, especially when you aren't alone anymore on the scene, and more and more competitors are facing up. You look at all that and other factors and choose your strategy.

Unity SDK is more oriented to game developers, than casual creators. However your players don't necessarily need it to play your creative games. For example, a city builder game like City Skylines is an Unity game. Kerbal Space Program uses Unity too: creating and assembling your spacecrafts is quite simple there. That's not far from Minecraft simplicity. Indeed a Minecraft-like games could be well created with Unity too. For example this is what a college student was making: https://forum.unity.com/threads/architect-build-craft-a-minecraft-style-game.460289/ I guess a full fledged game studio won't have too many difficulties.

With Sansar, LL made a simple interface and landscaping is easy, but anything else needs 3rd party software and pro or semi-pro skills (although maybe they will add something in future). In origin, besides the interface, Secondlife was closer to Minecraft easiness than Sansar is now. You could build directly inworld, assembling your cubes and primitives, you could even create your own skins, hair and clothes inworld, by just moving sliders. No need of any professional software.

And now look at this: https://www.youtube.com/watch?v=LqpbVKvH3FA

Pulsar

The IBM story about VRChat is right. It's accessible without VR gears, and you can still grab and move objects around with a mouse, but, as far as I know, it lacks a text chat and private messaging. You can mute everyone by default, so trolls won't annoy you (or less), but then it won't be easy to communicate. Maybe someone could resort to full body tracking to gesture with their arms, else you are left with this (aww): https://www.youtube.com/watch?v=ddEGFq_vL4o

Besides avatars meshes with flexible parts and body and eye tracking, VRChat features working vehicles and you can grab/carry/move/drop some object inworld, so there is interaction with the environment. There are also games, but people seemed interested mostly in social interactions. When you choose where to go, you see a list of instances, each one reporting how many avatars are there or you can start a new one. Exploring here and there, you can see that mirrors really work on VRChat (unlike SL). Graphic can be toon-ish or pretty (and that temple is impressive), but download times seem reasonable (maybe on par with Sinespace), at least with the places I visited.

The last time I tried VRChat, it felt pretty alive (in a way or another) and immediate to use. Socially wise it kinda works, maybe it isn't just by chance that the trolling bubble happened there and not elsewhere.

sitelinx

I like having one fully tailored for your project, no worries about your engine being supported until your project lasts, full freedom for the devs, It's a choice. If you think it will repay itself on the long run, then you choose that. especially when you aren't alone anymore on the scene, and more and more competitors are facing up. You look at all that and other factors and choose your strategy.amazing game

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