Last week Vhite Rabbit was at the Start-up BW Summit 2019
in Stuttgart, Germany.
It was our first event, hence a thrilling experience, especially for Jonathan
who did his first public pitch in front of a group of 40-50 people!
Last Month, we had the honor to submit our newest creation WebVR
Pong, to the Virtuleap
Hackathon. Like the title
suggests, it’s a WebVR version of the classic game of the same name and
an on …
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.
Issue UE-25350 “Hot
reload does not compile changes to automation tests”, opened through a
question on the
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.
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 reusable. This blog post summarizes
what I and my fellow developers have learnt as I finally feel confident
with my understanding.
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
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 itch.io!
In our last
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 …
The cave and day level are both coming along nicely, aswell: nearly
all models are done now, merely missing textures. They may not consist
of remotely as many assets as this nature heavy night level, but instead
have a much larger ground model, which makes them a huge task to get
both modeled and textured.
Our team currently has merely one 3D artist dedicated to modeling
static objects and he does an amazing job. Here are screenshots
taken from our modeling tool blender. They
show models for the red …