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Fun things to do in gmod
Fun things to do in gmod








fun things to do in gmod

“I fixed VR rendering, since starting the project we had worked a lot on improving some rendering flexibilities for Source 2 and adapting it to work for what we want but never validated for VR until now. Getting VR in a good state has always been a concern for us and I’m glad now that I’ve tackled the initial work to have it supported,” he wrote.Your current IP address has been blocked due to bad behavior, which generally means one of the following:

fun things to do in gmod

In the latest s&box development update released earlier this month, developer Sam Pavlovic says he worked to ensure that the game’s rendering would handle VR correctly. And while development has been on-and-off over the years, things have picked up considerably since 2020, with Newman and other developers at the studio posting detailed updates on the game’s development, now called s&box. The Facepunch team says its goal is to “create a worthy Garry’s Mod sequel.” The Garry’s Mod development studio, Facepunch, is also behind a little-known game called Rust (2018), which has become a phenomenon in its own right.Ĭreator Garry Newman has been pondering a sequel to Garry’s Mod since at least as far back as 2015. Parkour-shooter 'STRIDE' Releases on Oculus Quest on August 5th The game still finds itself regularly among the 100 most popular games on Steam. Conceptually it’s similar to something like Roblox or Rec Room, where players have significant flexibility in building their own universe of fun things to do together. Original Article (July 28th, 2021): Released way back in 2006, Garry’s Mod is still a massively popular multiplayer sandbox game that allows players to create and share content built with a combination of in-game tools and modding extensibility. The original article, which details the background of s&box and initial VR support added back in June, continues below. S&box might ultimately need to do something similar down the road. The studio says VR input in s&box is currently built around the input paradigm of Rift, Quest, and Index controllers (as they share a similar button/stick/grip layout), though both SteamVR and OpenXR have clearly identified the need to abstract the input layer so that developers don’t need to create custom bindings for every VR controller out there.










Fun things to do in gmod