I code

Joined September 2016
35 Photos and videos
Still WIP, but there is a map editor, now with a semi-realtime preview!
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Still WIP, but now complete with rigidbody physics. Tested with @That1Moogle over Steam Networking.
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Very WIP, but an implementation of client-side prediction and server reconciliation for a game I'm working on. 75ms ping, 0% packet loss for testing.
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Virtual7802 retweeted
Last weekend, Hypernex (with @realtigerbl0xed and @virtual7802) attended a gaming convention, where we hosted a virtual theater experience, demonstrating our upcoming Android support and @videolan unity. We had an amazing time and got to talk to many people about our game!
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The night before, we spent upwards of 4 hours setting up. In this time we managed to: Break Android Support (fixed it again) Make 4 Android Builds (took an hour and a half) Used 35GB of data Soft-bricked a Quest 1 and @virtual7802 also decided to troll.
Last weekend, Hypernex (with @realtigerbl0xed and @virtual7802) attended a gaming convention, where we hosted a virtual theater experience, demonstrating our upcoming Android support and @videolan unity. We had an amazing time and got to talk to many people about our game!
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Virtual7802 retweeted
15 Feb 2025
psst.. we have a forums site.... ๐Ÿคซ forum.hypernex.dev

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Virtual7802 retweeted
7 Oct 2024
Basis is an open-source framework for social VR and games. today's test used a Minecraft-style game created by virtual. we hold tests weekly discord.gg/v6ve6WT562
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The voxels have lights now.
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My work is being enjoyed I see..... :)
Functional Minecraft in #BasisVR confirmed.
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Made some performance improvements to the Asset Bundle loader, and a general performance profiler for #GodotEngine and C#. Load times for the file I loaded were previously upwards of 20-30 seconds, now it's around 10 seconds.
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An update on the Unity asset bundle reader for @HypernexGame in #GodotEngine: it now can load animations and avatars (only a few I have tested fully work currently)
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gitlab.com/lox9973/uvw.js is where a lot of the magic comes from, thank you lox9973!
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So it turns out it's technically possible to load compiled Unity assets into #GodotEngine. Currently, non-standard shaders are not supported, but could be mapped to work.
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Meant to post this the other day lol. Hypernex's #GodotEngine client has (not perfect) mirrors!
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Made some UI improvements to Hypernex's #GodotEngine client.
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Hypernex in #Godot now has improved stream and video playback thanks to FFmpeg!
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Changed how Hypernex in #GodotEngine loads content (and changed the file formats). I also have added #VR menus!
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