Author Archives: Squareys

Construct Arcade

January 11th 2019 12:02 PM | by Squareys | Posted in GeneralProjects

Construct Arcade Logo Banner

In October 2018, almost three months ago, we launched the VR browser games platform Construct Arcade with initially four games.

With now twelve games, the platform is slowly growing to the experience we are imagining.

Vhite Rabbit Office!

September 8th 2018 11:36 PM | by Squareys | Posted in General

Vhite Rabbit founders in their new office.

Last week we moved into our own little office space in Konstanz! Vhite Rabbit has been around since end of 2013, but has just very recently been officially founded by Florian and myself (Jonathan), who are now going to work with even more dedication than before, taking the leap to work for Vhite Rabbit full time. We decided to make…

UE4 Coding: Speeding up Compilation

May 28th 2018 11:03 PM | by Squareys | Posted in CodingUnreal Engine 4

UE4 Code Blog Speeding Up Compilation

There was one thing that always frustrated me alot in the beginning of development with Unreal Engine 4: It was the compile times, especially those for iterating on your game. But it turns out that, if you stick to a couple of key principles, they are manageable after all.

UE4 Code: Fixing Hot Reload of AutomationTests

March 2nd 2018 8:42 PM | by Squareys | Posted in CodingGeneralUnreal Engine 4

UE4 Code Blog Fixing Hot Reload Header

Issue UE-25350 “Hot reload does not compile changes to automation tests”, opened through a question on the answerhub, has been around for quite a while now and may be one of many blockers keeping you from writing unit tests in Unreal Engine. Which you should. I was so annoyed by this that I decided to get to the root of…

UE4 Coding: Decoupling for Better Code

January 29th 2018 5:00 PM | by Squareys | Posted in CodingUnreal Engine 4

UE4 Code Blog Header

This article is the first in a series of coding tutorials for Unreal Engine 4. The reader of this article is assumed to know basic C++ and the UE4 API. In the past year of UE4 development, I had problems figuring out how to structure my game code: where to put game logic code to keep it readable/maintainable, testable and…

Wastepaperbin VR: New Version /w full HTC Vive Support!

June 20th 2017 7:54 AM | by Squareys | Posted in ProjectsWastepaperbin VR

Hey there everybody! Today we release a second early access version of WastepaperBin VR with now full rather than “experimental” support for the HTC Vive and a couple of smaller improvements for your enjoyment. Be sure to check it out and tell us what you think! 🙂 Changelog Full HTC Vive support (with safety blending-in of controllers to avoid collisions)…

Wastepaperbin VR in Early Access on!

May 3rd 2017 3:00 PM | by Squareys | Posted in General

Wastepaperbin VR Header

We just released Wastepaperbin VR into early access on itch io! Background When we switched to Unreal Engine 4, we started a little “Practice Project”. The game turned out to be way more fun than expected and we decided to finish it and release it for pay-what-you-want on! Wastepaperbin VR in now early access. Go ahead and give it…

R.I.P. VR Toyroom Greenlight

April 29th 2017 5:00 PM | by Squareys | Posted in ProjectsVR Toyroom

01.12.2016 – 24.04.2017: VR Toyroom Greenlight Last Monday we finally took down our Greenlight page for VR Toyroom.

From 3 years to 3 days: Spring #UE4jam

April 13th 2017 8:06 PM | by Squareys | Posted in General

Spring Cleaning Banner

We participated in Spring #UE4jam! While our first project took three years and is still not released, here is is what we learned while making a game in 3 days:

An Engine to Power Virtual Worlds

March 29th 2017 10:41 PM | by Squareys | Posted in Wonderland Engine

In our last post, we mentioned we were developing a custom game engine for our “Side Trip to Wonderland” and “VR Toyroom”. Our Wonderland Engine gave us full control of performance. As a result, performance was great: while VR games need to stay below 11 ms per frame to keep latency low, VR Toyroom was at 4 ms on minimum required…