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Enrique Tromp
@entromp
creator | Co-founder, CTO | Computer graphics & Virtual Reality enthusiast | Ex-demoscener (ithaqua/Stravaganza)
Madrid, Españalinkedin.com/in/enriquetrompBorn August 25Joined June 2016

Enrique Tromp’s Tweets

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After years of hard work, today is the day. We officially release to the community! Our free, open-source VR framework for Unity. Watch the trailer, go to ultimatexr.io and retweet the good news! I'll be here celebrating with a beer 🍻
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Mañana empiezan las clases de OPENGL en el Master Universitario en Computación Gráfica, Realidad Virtual y Simulación de . Porque conocer la programación a bajo nivel de las APIs tridimensionales gráficas es necesario para un buen ingeniero gráfico!
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It is only if you have zero affinity (or interest) for one thing that you will -understandably- fail at it. What people call artistic "gift" or "talent" is often nothing more than the initial amount of obsession that drives us to learn and improve.
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This is a shockingly common belief about artists. And writers. And musicians. It's also not true in the slightest. We can do the things we do because we spent years learning how. And practicing so we would be better at it. And then practicing and learning some more. twitter.com/demonpugo1/sta…
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Question to my fellow devs: Is there a tool out there that can take an input image containing x by y cells, x and y being power of 2, and generate all mipmaps but filtering each cell individually? I want to avoid pixels bleeding through neighbour cells in smaller mipmaps.
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In this article I give some interesting details about all the tech I have been developing over the past years to create #VR applications. was recently released free and open-source and will soon have cool updates. Check it out!
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Developing Rich VR Interactions Faster & Easier Using UltimateXR ow.ly/tNlF50KHfsY @Ultimate_XR @entromp
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Love seeing appreciation for features that we spent so much time finetuning trying to get them right. Thank you, James, for taking the time to share your first impressions!
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Did a quick walk-through of this free/open-source VR framework. I'm impressed with how robustly this toolkit handles the core mechanics required for most VR experiences and how customizable and modular it's components are. @Ultimate_XR youtu.be/ZX_38jYl7fs
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Red Matter 2 finally has a release date! Looking forward to playing this VR game from the talented team that has been pushing the limits of what is possible on the Quest platform.
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We are very excited to finally announce that Red Matter 2 will be available on @MetaQuestVR and PC on August 18. To celebrate, here is our new cover art. Check it out! #VR #PCVR #Quest2
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A side note about UltimateXR apart from my thread comparing all the kits, it includes one of the *best*-rigged robot VR avatars I've ever seen. The details are immaculate, and I'm a huge fan of the way they handle overextension (and their options for handling it!)
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We've decided to postpone the release of #UltimateXR to next week, July 6th, to make sure the experience is the best one possible. I'm sorry for the inconvenience. We're working hard on getting everything ready and are excited to share our work with the community!
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The ability to re-use blendable hand poses helps cutting development time since it turns out that many objects are grabbed in similar ways. Instead of creating a new pose you select one from the well-known subset and adjust how open or closed it is to fit the object perfectly.
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Specifying grab poses per avatar is important if your application supports multiple hands for inclusiveness or multiple characters to choose from. To avoid duplicating work we provide quick ways to exchange hand poses between completely different rigs.
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There are two key features here that are worth mentioning: The ability to specify grab poses per avatar which is required if, like us, you want to provide more than one hand size for example, and the ability to re-use blendable hand poses.
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Let's see the required steps to use a grab pose for this sphere: 1) Register the avatar to set up 2) Select a grab pose 3) Adjust hand grip. The video shows the full sequence, it may seem simple now but reaching this point took a lot of iterations!
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If you select the "Hide Hand Renderer" option you get what the team called Tomato Presence: The concept that hand presence can be maintained using a stand-in object. This works great (remember Job Simulator?) and doesn't require creating grab poses.
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Adding an UxrGrabbableObject component to an object will immediately allow grabbing it. The behavior is simple, as shown in the video, but the important part is that the parameters should now be easier to change once you know what you want to improve.
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Our components try to follow this principle whenever possible: It has to be functional using the default settings. Tweaking settings for something that works out-of-the-box is easier than figuring settings out for something that doesn't. So how does the default manipulation look?
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