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Lee Vermeulen

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Oct 7, 2025
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  1. Hydrolab – 2024 VR prototype
    Oct 7, 2025 · original
    Posted a video with the title + some gameplay for our 2024 VR/AR prototype ‘Hydrolab’. We ended up abandoning the project to focus on our voxel projects – also after I realized how much I hated designing puzzles. I also posted some of the AR gameplay in 2024: https://x.com/Alientrap/status/1768350530798288911 More of the AR gameplay can be seen in videos on this post .
  2. Modbox Visual Scripting
    Apr 30, 2024 · original
    With the Modbox ‘docs’ site now offline (due to reasons outside of my control, some explanation here – though the archived.org version still kinda works) I wanted to post how the scripting language worked and why we made it. Modbox has a visual scripting language called ‘MBScript’ – a drag and drop block based language for programming in VR: Spent most of the last year on this visual scripting language for Modbox – Drag and drop for VR/touch – Uses C# type system / components – Code runs server side by default, all methods/variables sync – Text mode with autocomplete (with a VisualCode embedded editor) pic.twitter.com/cYAWgisiJU — Lee Vermeulen (@Alientrap) August 16, 2020 Video tutorial on how to use it to script in Modbox 2.0: It was developed over a few years with constant player feedback to replace the old original ‘ wire tool ‘ we developed for Modbox 1.0. The ‘wire tool’ was used i
  3. 2023 AR Prototypes 5 – Reflections, Mirrors, Gaussian Splats
    Nov 12, 2023 · original
    When I made a zero G liquid prototype I made a quick cubemap of my office, and used that for the liquid reflections. I wanted to see how I could expand on that with better more update to date reflections. I wanted to be able to roughly see myself in the reflection. The idea I had then was to update the reflection every frame, and include the tracked version of myself and hands: Testing better realtime AR reflections with a floating water orb. Used VR IK for the reflection, along with Ultraleap tracked hand model pic.twitter.com/XxSPwmPwQs — Lee Vermeulen (@Alientrap) May 31, 2023 The hands shown in the reflection are the Ultraleap hand models. And the humanoid model is a ‘Pilot’ model from the FinalIK Unity package, setup with VR IK to roughly equal my stance (based on just my head + hand positions). I had done a test using mirrors in AR in 2018, and wanted to see how I could incorporate
  4. 2023 AR Prototypes 4 – Liquid Puzzle Game and Portals
    Nov 12, 2023 · original
    When I started working with the Zibra Liquids package in AR my goal was to final try out some of my liquids physics game ideas I had from 2018 . I wanted to prototype a game idea that required building and placing objects, and interacting with the fluid directly with my hands. So one of the first directions I decided to go was a Incredible Machine style puzzle game with the goal being to move liquid into a bucket: Prototyping an AR puzzle game with liquid physics. Right now it's about filling a bucket. pic.twitter.com/KjfO88Rwc7 — Lee Vermeulen (@Alientrap) April 19, 2023 The hand interface and block placement was based on the UltraLeap marble sample app . I knew early on that the UI needed to be on the back side of the hands rather than in the world – since it needs to always be easily accessible wherever you are in your play space. A lot of the assets here are just from a Unity Physics
  5. 2023 AR Prototypes 3 – Eye Input, Finger Grasping, Point Clouds
    Nov 7, 2023 · original
    After the Vision Pro’s announcement I saw a number of VR devs post about the potential with eye tracking input (like how great Pac Man would be to control). I’ve done some eye tracking tests in the past but just for animation / gaze detection, so I wanted to test how bad it would feel to actually try using it as a input. So using the Varjo XR-3 eye tracking, I made a blackboard you can draw on with your eyes (pinch to draw): Not only was this incredibly fatiguing (this is attempt number 3 so you can actually see my eyes watering at this point), but it also incredibly hard to draw correctly. My eyes would naturally go to the NEXT place I was going to draw, rather than the line I needed to finish. What it really showed was what a lot of developers who’ve tried eye tracking already knew -it’s not a input device at all alike to touch/voice/body. We didn’t evolve as humans to use our eyes as

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