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Employee and OP here. I'm the engineering lead on our in-game programming tools: Circuits. I'd first like to plug that Rec Room is hiring and I've had a great
by tyleo 5y ago
Employee and OP here. I'm the engineering lead on our in-game programming tools: Circuits.
I'd first like to plug that Rec Room is hiring and I've had a great experience working here: https://recroom.com/careers#openings https://recroom.com/careers#openings
I'm also willing to answer questions anyone has.
- andybak 5y agoI've always liked Rec Room. It was one of my early favourite VR activities. Paintball and the Quests are best in class. I've not got much interest in the creation tools but I appreciate others are. More polished 1st party content is of greater interest. But I have to mention the elephant in the room. Most people who avoid Rec Room avoid it because of the "squeakers" - the kids and early-teens that dominate public spaces and hurt ones ears continually. If you don't find a way to separate kids from adults, then you'll just be a platform for kids for the most part.
- irq-1 5y agoHow does the 'Maker Pen' work? It looks like constructive solid geometry. Is there any voxel design? Where (client/server) and when do the meshes get created and transferred? Is it a system of downloading lots of small, unique meshes, or packaging large caches for the client? Can you talk about the mesh format used and how it handles animation?
- tyleo 5y agoThe maker pen is not CSG but we’ve certainly thought about CSG. Instead we simply generate mathematical data and build the meshes from that. There is no voxel system but we have experimented. Each client can generate meshes on their own and send them to other clients. Some meshes are small and plentiful, others are large. It depends on what you build and how it is set up to interact or animate. For example, most static geo is baked into one mesh. This is roughly where my knowledge of the meshes end. I’m not familiar with how they animate enough to comment.