Oleg Frolov's Avatar

Oleg Frolov

@volorf.bsky.social

XR Design and Engineering. Spatial Computing. Semiotics.

450 Followers  |  90 Following  |  194 Posts  |  Joined: 17.10.2024
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Posts by Oleg Frolov (@volorf.bsky.social)

Also, I increased the corner radius of the snakeโ€™s body elements. More apparent highlights on the cubesโ€™ bevels are yet another way to raise spatial awareness.

๐Ÿ“‹ Next steps:

๐Ÿ”‰Sound design tuning.
๐Ÿ† Game Over Screen for sharing.
๐ŸŽŠ A bit of visual effects.

02.03.2026 08:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added a menu and sounds to my lil AR game. Itโ€™s really great that audio spatialization is coming by default in VisionOS. It helps significantly improve spatial awareness of the experience.

#swiftui #realitykit #visionos #visionpro #spatialcomputing

02.03.2026 08:28 โ€” ๐Ÿ‘ 12    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Made a lil attraction physics experiment using RealityKit. Runs on Apple Vision Pro.
#spatialcomputing #realitykit #visionos

25.02.2026 11:39 โ€” ๐Ÿ‘ 8    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Played with the 3 Newton's motion laws in RealityKit. ECS is fun!
#spatialcomputing #xr #realitykit #visionos #ecs

18.02.2026 10:40 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

For a kid, the relative side of the voxels would be even bigger. It would be challenging to make a multiplayer AR game with such mechanics.

16.02.2026 23:44 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Tried 1m^3 voxels. The size is not particularly useful in AR/VR for close-range interactions. It seriously decreases spatial awareness, and it's quite tiring to move around.

Mentally, the appropriate size was the one where the offset is reachable in a single step. Which is 0.5m for me.

16.02.2026 23:44 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Took on Vision Pro. The view was stunning!

16.02.2026 19:15 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Indeed, it very calming there when there is a few tourists.

16.02.2026 19:04 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

๐Ÿ‡ฌ๐Ÿ‡ง๐Ÿ—ฟ That day, I was heading to Stonehenge, so I decided to grab my Vision Pro and test this prototype there. Also, I took a few nice spatial photos of these lovely stones (when I arrived, it miraculously stopped raining).

16.02.2026 10:18 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Tried to use Minecraft-sized voxels in my previous RealityKit experiment. It wonโ€™t be practical for indoor use, but I can see some use cases for this size if you're designing in the field.

#spatialcomputing #visionos #realitykit #spatialdesign

16.02.2026 10:18 โ€” ๐Ÿ‘ 12    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Tried small voxels.
๐Ÿ‘ Felt comfortable, compact. You don't need to move your head too much.
๐Ÿ‘Ž Tap accuracy decreased with the target size, obviously.

๐Ÿ”Š Added a touch sound. Love how audio is spatialized by default in VisionOS, no need for plugins or extra setup.

13.02.2026 22:01 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! Sure ๐Ÿ™Œ

11.02.2026 14:21 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Prototyped a little VisionOS game based on the previous RealityKit experiment.

I plan to juice it (or lose it) and release it on the App Store. Stay tuned!

#swiftui #realitykit #visionpro #spatialcomputing

11.02.2026 11:37 โ€” ๐Ÿ‘ 19    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Added an emission shader to my last prototype. Looks nice too. And useful, if you're hacking around late at night!

Love how gracefully VisionOS handles body and object occlusion.

#spatialcomputing #visionos #swiftui #realitykit #spatialdesign

06.02.2026 22:53 โ€” ๐Ÿ‘ 11    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The interaction itself feels fun and effortless, but it requires generated voxels to be in a wireframe or ghost mode to avoid overlapping with your hand.

02.02.2026 09:01 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Made another prototype to explore how you can create a voxel with hand-tracking. When you push the main voxel, it generates โ€œwireframeโ€ voxels along its path.

Tools: XCode + RealityKit + SwiftUI
Device: Apple Vision Pro

#spatialcomputing #visionos #realitykit #swiftui #prototyping

02.02.2026 09:01 โ€” ๐Ÿ‘ 44    ๐Ÿ” 4    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

It reminded me of the time when I was renting a flat in Hounslow. The furniture there was made of chrome and glass. It looked stunning in photos, but on a sunny day, living in that apartment was remarkably unpleasant for the eyes. And do not forget about the planes from Heathrow, torture for ears.

31.01.2026 22:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I think it's a great style for branding and promotional experiences (where visual extravagance is highly appreciated), but for day-to-day use, it's a bit overwhelming.

31.01.2026 22:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The main issue is the glass effects -- it looks beautiful from one specific point of view (top). Though there are infinitely many other viewpoints from which the visuals may appear less appealing or even confusing.

31.01.2026 22:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Thought to try the Glass UI in AR/VR. During a quick test, it became obvious that it wouldn't work well. Which is ironic, since it might be seen as something inspired by spatial UI.

31.01.2026 22:34 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Since Unreal uses a heavily customized C++ workflow built around its own reflection system and object model, reading the book wasnโ€™t particularly practical, though it was quite educational.

29.01.2026 10:09 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Itโ€™s a good book, but as the name might suggest, itโ€™s a broad introduction, rather than a deep dive into the programming capabilities of the language. It didnโ€™t teach you techniques, but it gives a solid overview of its facilities. After reading it, I think I now know less about the language.

29.01.2026 10:09 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Recently, I have been working quite extensively with C++ and Unreal, so I thought it would be a good idea to learn more about the language from its creator. That is, Bjarne Stroustrup!

It was a big surprise to discover that C++ has friends. Would never have thought about this!

#cpp #programming

29.01.2026 10:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The idea itself is quite promising and might work in independent operating systems, but unfortunately, right now it wonโ€™t work on mainstream XR OSs since the palm-facing index pinch is reserved for calling the system menu (you can hear the kick overlapping with the Questโ€™s system sound).

26.01.2026 08:48 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A while ago, I made a few prototypes while exploring different navigation patterns with finger-based interactions. Thought some of these ideas would work well as a musical instrument (or as an input system that drives the MIDI communication).

26.01.2026 08:48 โ€” ๐Ÿ‘ 13    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Yeah, it's especially disappointing to see such interactions where people talk about how much they care about UX and all that. It's a cognitive dissonance.

Though if the narrative "fuck the system"/break expectations, it might work well (that's why brand/marketing studios use it a lot).

09.01.2026 11:34 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added APKs of these experiments with spatial hover effects on interactive surfaces to my XR prototypes collection.

๐ŸŽฎ If you have Meta Quest, feel free to try it!

โฌ‡๏ธ GitHub -- github.com/Volorf/xr-pr...

08.01.2026 09:44 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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It was a fun year!
Happy New Year ๐Ÿฅณ

31.12.2025 17:37 โ€” ๐Ÿ‘ 7    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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6/6

27.12.2025 18:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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5/6

27.12.2025 18:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0