@TimSweeneyEpic it's something that should have been done many years ago and become the cultural and technical norm. Now, governments are trying to apply band-aids to catch up. Both sides should have done better much sooner.
Had an interesting time speaking with @NickyAACampbell on Radio 5 Live this morning. First time on live, a little discombobulating hearing the show + producers talking to you. No briefings or warnings from the producers, just straight on live within 2 minutes of getting the call.
I figured there would be a whole set of warnings beforehand about language, all kinds of things... but nope, straight on. "What would you like to say?".
It was a very important discussion about social media usage for teens. Looking forward to seeing what happens next.
I'd say this strongly depends on whether the "error" was domain/business logic, or infrastructure/server.
Errors pertaining to authorization to access a resource are perfectly good use cases for HTTP error codes, but it would also be entirely justified to use a 200 OK response, but return a specific application-layer error enumeration.
@Value_Theory@BorisJohnson The Government is not in charge of the BBC. Funding is done indirectly through the licence fee, to *ensure* that the BBC is funded without intervention from the gvt. Boris would have had zero control over the BBC or its output.
My child's phone has Qustodio installed to monitor social media messaging and flag up any potentially harmful content.
90% of the warnings are from me π
@iBrews@NathieVR I think it's on sale today in the US, but not in the UK :(
I'm still looking for info on whether it can use a wired PC link and what its OpenXR runtime offers.
I started switching over directly to OpenXR and not using any Meta plugins. I recently developed a plugin to support the `XR_EXT_hand_interaction` extension, which is supported in Quest headsets: https://t.co/G2JMd90ytJ
It's still great to see Meta providing new code samples though. But I did find for portability, going direct to OpenXR is always the best option.
Demo of @UnrealEngine 5.6 with @OpenXR, I have implemented `XR_EXT_hand_interaction` to grab Aim, Pinch, Poke and Grip/Grasp poses without requiring any vendor-specific plugins or modules.
All encapsulated within an single Plugin, purely using OpenXR.
This is paired with a Physics Asset with associated colliders and constraints, controlled by a Physics Control Asset to enable physics interaction with realistic blocking/environment interaction.
No grab mechanics in here, purely relying on friction and collision.
Currently running on Quest 3 via Link, but also working over Steam Link directly with hand tracking data passed through. Should support any runtime that provides the hand interaction extensions.