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Kane Rogers edited this page Feb 8, 2022 · 6 revisions

Frequently asked questions

NOTE: though this section is about Hotham, I've written it from my perspective as that seemed easiest. However, anyone is welcome to contribute!

  • @kanerogers

Want to know more about Hotham? I'm glad you asked. Here's some questions I've been asked about Hotham that I thought I could put into one place.

What's your background? Are you a game developer?

Great question. I worked in network security and founded various related startups for about ten years. When the COVID-19 pandemic hit in early 2020, I decided to take some time off work and investigate new technologies. As a person who'd played many computer games in my teenage years (though eschewed them completely in my 20s to focus on work), game development seemed really exciting. I was also extremely interested in the idea of jumping into a deep and complex field - how do images appear on a screen, anyway? How do you actually make 3D models? How do games do so many things on such small machines?

This curiosity led me to take a couple of online courses and teach myself Unity (including the terrific Catlike Coding, Blender (thanks to Andrew Price's Donut tutorial series and some basics on computer graphics. I was absolutely hooked. After a month or so of mucking about, I decided to make a Chess game to see if I could ship an actual game on the App Store. I did all the modelling, sound and programming, and had an absolute blast. Then in October 2020, the Quest 2 was released and everything changed.

As a kid I'd always been fascinated by the idea of VR. I remember my Dad telling me about a demo he got given in the late 90s at his work, and the idea stuck with me. In the decades that past I heard VR being dismissed as a fad technology, and never looked into it. Then a mate of mine who'd been working in VR for years insisted I buy a Quest 2 at release, an my mind was blown. Those first 20 minutes of VR stay with me to this day - the feeling of complete awe, of being taken into another world. From that moment I knew this was something I wanted to work on.

As I still had no idea what I was doing, I decided to just try and port my chess game to the Quest. The result was Chess Together, which, for a very brief moment was the most popular chess game on the Quest 2. Probably.

After I finished Chess Together I was keen to work on something new (and never play another game of chess in my life, ever), so I started working on different game ideas. As is the case for when technical people work on something creative, they find a way to solve a technical problem instead.

I felt that my experience working with Unity was quite frustrating. Compared to the tools available in Rust, or even in the React / React Native eco-system, I felt the editor was clumsy and error prone. Importantly, I just felt like I didn't understand what was going on inside the engine, so when things went wrong, I couldn't intuit what was happening and how to fix it.

Further, I found it very difficult to build anything remotely complex for the Quest 2 in Unity. Scenes would suddenly judder and slow down, and the cause was difficult to determine. Again, because I didn't have a good understanding of Unity's internals, it was very difficult to profile and debug performance issues.

So, I decided to create Hotham.

Why did you start Hotham?

Continuing on from my experiences with Unity, I thought that making VR games with Rust was a completely obvious choice. It's fast enough to meet the incredibly strict performance requirements of VR games, but it's far more ergonomic and safe than C/C++. Having written some incredibly complex networking software with Rust, I was confident that it was the best choice for building VR games.

However, one thing that is lacking in the Rust ecosystem is tooling. I've been following Are We Game Yet website for a couple years and saw there still wasn't something comparable to Unity/Unreal Engine for Rust just yet. Bevy definitely piqued but (for reasons explained in detail below), it did not fit my requirements.

So, while on a hike up a certain mountain (see below for more detail on that), I thought about the idea of creating a system that would glue together what I thought were the best technologies currently available: OpenXR, Vulkan, glTF and the hardware of the Oculus Quest 2. I didn't know how I was going to that of course, but it sure seemed like a good idea at the time.

I figured it would be important to understand how rendering worked, so I followed the Learn Vulkan tutorial and got some triangles rendering on the screen. That first moment of rendering a triangle felt like developing some Godlike super power - I was able to conjure raw pixels from the ether! From there began the process of trying to get that triangle showing up on the Quest 2, (my adventures of which are documented here). With the basic pieces in place, I was good to go.

To kick my pants into action, I bet 3 of my close friends $1,500 that I could render a 3D object in the Quest 2, with head tracking in 30 days. This was a complete act of hubris, as I had only very recently got a triangle rendering.

Luckily, I was able to get the 3D object (an Asteroid, of all things!) rendering in the headset just in the nick of time. And thus, the very first Hotham app was born.

Why not just be a Bevy plugin?

What's your plan for the project?

How are you funding the project?

Do you plan to support other devices?

Do you plan to support non-VR games?

Why is it called Hotham?

How do you pronounce "Hotham"?

I was very surprised when I first got asked this question. I think it's because Hotham is an everyday word here in the east coast of Australia, so I'd never thought of someone referring to the project as "hot ham". That would be weird. Is hot ham a thing somebody would eat? Questions for another day.

I present to you The Definitive Guide on how to Pronounce Hotham, inspired by when, at age 12, I discovered an OGG of Linus Torvalds pronouncing Linux I could play to people who mis-pronounced Linux as "Lie-nux". I was very popular in High School.

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