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This is a different Animotion -- a Revealjs wrapper written in Svelte by "Joy of Code" from Youtube.

I guess from the URLs that the Svelte project predates this one:

https://cssanimotion.pages.dev/ https://animotion.pages.dev/



It's already possible to bring a supported keyboard into VR on the Quest.



> Compatibility is unmatched.

I've had no issues with my Hue bulbs after 5+ years, but if I was getting bulbs now I'd probably opt for something with Thread[0] support like Nanoleaf Essentials line (no affiliation).

[0] https://en.wikipedia.org/wiki/Thread_(network_protocol)


Looks cool, Here's mine! :) https://www.splice.ie/hn-tree.mp4

Did you write the pattern yourself?



Are you selling kits? I would like information on buying one.


No, sadly I stopped really working on the whole thing. I built a neat IDE, a mobile app, firmware, it was really sweet. But it's a hard market to break into. If you're looking for Christmas tree lights for next year (or just for fun) I think Twinkly make a good product


Yes, it runs simple program that uses rpi_ws281x + LuaJIT to run lua scripts (haphazardly written in web editor) that generate output data.


I believe Moonlight uses Nvidia's GameStream protocol, so it's not quite the same (you need an Nvidia card to use it).


You're right, I confused those two.


Classic Mac OS (<10) used : as a directory separator, so it's probably related to that.


This article [1] contains some info: "Intel tells us that we should start seeing laptops using the new CPUs hit the market in September."

[1] http://www.anandtech.com/show/11738/intel-launches-8th-gener...


Oh, awesome, thanks!


Interesting interview with the same guy (audio).

http://voicesofvr.com/214-using-three-js-to-create-social-vr...


First person games as they exist today don't transfer well to VR. The issue is the locomotion problem: Moving the player in the virtual world but not the real world causes motion sickness, since they're not getting a matching input to their vestibular system. Oculus' system today is suited more for cockpit games or 3rd person games with gentle camera movement. Valve are also targetting room sized first person experiences, where the user has enough physical space that the play area can be mapped 1:1.


It is for this reason that I think that the first successful iteration of VR tech will be experienced in next generation video game arcades. That will solve both the cost problem and the space problem. You'll plan in a very big (100x100ft) room where everything physical is wrapped with three inches of foam. Things you climb on will have level drops of no more than four feet, but with a total height of perhaps twenty feet. Of course what you "see" through your helmet goggles won't be grey foam.

Will be a great place to play.


Cockpit simulators have a leg up in this department - not much movement expected in driving / flying / spaceships.


Not really. In the real world, you still moving and thus feeling acceleration. Problem therefore still exists.


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