What it is
A virtual simulator for fire departments. Crews recreate specific calls they’ve run and walk through the scenario together, cooperatively, in VR, even when they’re in different places. The simulator provides the equipment and environment, and each department runs its own scenarios.
My role
I’m the sole developer. I built the code, the functionality, the multiplayer synchronization and the performance work, with an outside artist providing the 3D models.
The hard part: interactions that behave like the real thing
The most difficult problem was making complex, multi-part hands-on interactions work in VR and stay in sync between users, so everyone in the scene sees the same thing at the same time.
In the first version, the standard VR interaction toolkits didn’t work with multiplayer, so I programmed every interaction from scratch. Today those toolkits and the networking frameworks work well together, so the current version builds on the toolkits, with modifications, and adds networking on top. The key rule is that anything shared between users has to be network-aware.
Why it matters for your project
Building a networked, scenario-driven simulator end to end is the same skill set needed for business training and simulation work: interaction design, multiplayer, and performance on headsets. See Interactive & VR Training for what I can build for you.
