▲ 39 r/augmentedreality+1 crossposts

DGNS Mayhem, a voxel destruction sandbox, running on standalone Spectacles 24

25 years ago, Red Faction on PS2 introduced something that still fascinates me today: GeoMod.

It wasn't just about explosions. It was about changing the world's geometry in real time.

That childhood memory inspired my latest project, DGNS Mayhem Demo, an experimental Lens built for Snap Spectacles.

The question was simple:

Can a real-time destruction engine run entirely on standalone AR glasses?
There was no existing solution in Lens Studio, so I rebuilt everything from scratch.

After all, if it could run on a PlayStation 2 with 32 MB of RAM, a ~300 MHz CPU, and 4 MB of VRAM, surely a modern Snapdragon could handle it.

Instead of swapping pre-broken meshes or triggering scripted animations, every rocket modifies voxel data in real time, rebuilds the mesh, creates genuine holes through structures, and updates structural support so buildings collapse naturally when their foundations disappear.

What started as a tribute quickly became a much larger engineering project. It now includes procedurally generated buildings, real-time destruction of the Spectacles world mesh, a UI designed specifically for additive AR displays, voice-guided onboarding in three languages, and more than 31,500 lines of TypeScript spread across 65 scripts.

More than anything, this project was about exploring what is possible on lightweight wearable hardware.

I'm incredibly grateful to the original #GeoMod team at #Volition.

Their work inspired an entire generation of developers, myself included.
I'd love to hear what you think.

u/ButterscotchOk8273 — 16 days ago
▲ 34 r/VoxelGameDev+1 crossposts

DGNS Mayhem Demo: real-time voxel destruction sandbox

🔗Lens Link: https://www.snapchat.com/lens/81bbaee0f5cd476c9551f0a468d6580a

One of my favorite games growing up was Red Faction (2001).

The GeoMod engine completely blew my mind.
Instead of shooting at indestructible walls, you could literally blast tunnels through solid rock.

More than 25 years later, I wanted to see if that feeling could exist in augmented reality.

After all, if it could run on a PlayStation 2 with 32 MB of RAM, a ~300 MHz CPU, and 4 MB of VRAM, surely a modern Snapdragon could handle it.

So I spent the last few months rebuilding the core idea from scratch for Spectacles.

The result is DGNS Mayhem Demo: a technical sandbox where you can pick up a rocket launcher and demolish fully destructible voxel structures in your real environment and the environment itself (worldmesh hit)

Unlike traditional destruction systems, nothing is pre-fractured. Every rocket permanently edits the geometry in real time, letting you carve tunnels, punch holes through walls, weaken foundations, and watch entire buildings collapse when their support gives way.

Under the hood

  • Real-time signed distance voxel field
  • Live mesh reconstruction after every impact (<1 ms)
  • Persistent craters and fully carved-through holes
  • Structural support solver for realistic collapses
  • Four procedural building types
  • In-AR building editor to create your own demolition targets
  • Two-handed aiming
  • Index-finger virtual trigger
  • Optional phone-as-6DoF controller
  • Voice-guided onboarding in English, French, and Spanish (requires internet).

One thing I wanted to be clear about from the beginning: this isn't a shooter.

There are no enemies, NPCs, or people.
The focus is entirely on the technology and the strangely satisfying experience of demolishing structures and see things fall.
The Lens even opens with a short disclaimer explaining that it's a playful tribute to classic destruction technology, not an endorsement of real-world violence nor destruction.

I'm still polishing the project, especially the real-world mesh destruction, but it's finally at a stage where I'm excited to share it with the community.

I'd love to hear what you think, and I'm happy to answer any questions about the destruction pipeline, voxel system, physics simulation, or the AR UI.

Hope you enjoy it!

u/ButterscotchOk8273 — 22 days ago
▲ 40 r/gpdwin+1 crossposts

Virtul Monitors on PC for Specacles!

This is what it looks like through the waveguide.

The experience is low-latency, optimized for Spectacles hardware, and surprisingly practical for real work.

Having your terminal, CLI, or a Lens Studio window floating in front of you while staying mobile is incredibly useful.

This UMPC + AR glasses combo is one of my favorite setups for working on the go.

u/ButterscotchOk8273 — 2 months ago

DGNS NETRUNNER — Turning the real world into a cyberpunk experience for Spectacles⚡

Hey Spectacles community!👋

I've been building DGNS NETRUNNER, a solo passion project for Spectacles that turns the real space around you into a hidden network waiting to be breached.

🔗Lens Link: https://www.spectacles.com/lens/97ddd48f4749495f9c080fa404b3f573?type=SNAPCODE&metadata=01

The idea is simple:

Your environment becomes the level.

You wear diegetic Kiroshi cyber-optics.
Don't worry there is clear onboarding for you if you are not familiar with the cyberpunk universe.

Here's the gameplay loop:

SCAN
Scann the area sweep your gaze across a real wall.
A scan meter fills as if your optics are penetrating the environment.

🔌 JACK IN
A hidden Access Point materializes and physically anchors itself to that wall using WorldQuery surface detection.
Pinch near your wrist to deploy your PersonalLink cable, a Verlet-simulated rope with gravity, reeling behavior, and a magnetic snap connection.

🧠 BREACH
Once connected, you enter a NETWATCH Breach Protocol puzzle inspired by classic code-
matrix gameplay. Beat the timer before the trace reaches you.

💰 LOOT & HEAT
Successful breaches reward eddies, shards, components, and quickhacks.

🌐 NET ACCESS
Once connected, you enter the Net access interface, where you can browse the DATA ARCHIVE, ask your questions to a DAEMON or check a real time NEWS FEED

A few technical things I'm particularly proud of:

• 100% diegetic HUD design. Every interface element exists as part of the player's cybernetic eye.
• Real-world wall anchoring using WorldQuery and custom normal reconstruction.
• A fully simulated PersonalLink cable with gravity, droop, reeling, and MagSafe-style attachment.
• Runtime-generated neon UI built specifically for additive optical displays, ensuring chamfered panels remain readable against real-world geometry.
• Typed event-driven architecture (EventBus, GameManager, SaveSystem, PlayerProfile).

This is a long-term project and my intent is to grow it even bigger in future updates:

→ Quickhack combat against drones and hostile systems when your Heat gets too high.
→ Persistent Access Points that remain attached to real locations across sessions and can be revisited later.
→Successful breaches would have consequences: repeatedly attacking the same node would increase your Heat level, turning the city,and eventually the network itself, against you.
→Netrunner Duels
And much more...

I'd love feedback from other Spectacles developers, especially on:

  • WorldQuery workflows and surface placement.
  • Diegetic UI readability on optical displays.
  • Physics interactions in AR.
  • Long-term persistent world design for wearable computing.

Happy to answer any questions!

u/ButterscotchOk8273 — 2 months ago

Closet Club 👕✨ New Lens &amp; Open Source!

Closet Club 👕✨

🔗Lens Link: https://www.snapchat.com/lens/2709490ffb00419ab451a68aa34b01d4?sender_web_id=39acd2af-4c9b-4177-95b5-453db821e8d7&device_type=desktop&is_copy_url=true

Hello everyone! 👋

Today, we're excited to release Closet Club, an open-source Spectacles experience created in collaboration between Florencia Raffa and GuillaumeDGNS.

The concept is simple:

Stand in front of your mirror and scan your wardrobe with Spectacles.

You can capture an entire outfit in a single pass, allowing the AI to identify multiple garments at once, or focus on individual pieces, a jacket, a pair of sneakers, or your favorite hoodie, to build your collection item by item.

Every scanned piece becomes a persistent polaroid style collectible inside your personal AR closet.

This idea comes from Florencia, heavily inspired by the iconic digital wardrobe scene from Clueless and Cher's futuristic closet.

✨ Closet Club combines:

👕 Mirror-based clothing scanning
Scan your entire look in seconds, or curate your wardrobe one garment at a time.

🤖 AI fashion recognition
OpenAI Vision analyzes each item and generates detailed descriptions and metadata.

🃏 Collectible style polaroids
Every piece receives its own AI-generated artwork, complete with rarity levels and collectible mechanics.

✋ Natural hand interactions
Your collection lives around your wrist and can expand into an interactive grid with simple gestures. (Try a palm-out gesture to reveal all your polaroids!)

🧥 AI outfit recommendations
Mix and match pieces, receive stylist feedback, or let the AI create the perfect outfit for you.
(Based on your location, season and time of day)

🎮 Gamified progression
Earn XP, level up, unlock prestige ranks, and maintain daily streaks as your digital wardrobe grows.

What excites us most is the simplicity of the experience:

Getting dressed in the morning and standing in front of your mirror suddenly becomes an AR interaction.

Closet Club explores how wearable devices can transform everyday rituals into persistent digital experiences.

The entire project is open source under the MIT license, allowing creators to study, remix, and build upon these ideas.

Built with Lens Studio 5.15 for Spectacles.

We'd love to hear your thoughts and see what the community creates next. ✨

🔗 Repo link: https://github.com/floraraffa/CLUELESS-Closet

#Spectacles #SnapAR #AugmentedReality #OpenSource #FashionTech #AI #WearableComputing #LensStudio

u/ButterscotchOk8273 — 2 months ago

Lens Link 🔗: https://www.spectacles.com/lens/f771d770f5f94ff5a3086a953af8fa09?type=SNAPCODE&metadata=01

Hello everyone!

A new update just dropped for DGNS Pocket Garage, bringing major improvements to performance, visuals, and overall reliability.

🔒 License Plate Compliance Update
The image generation system has been refined to ensure that no real-world license plate data is ever reproduced.
All generated plates are now clean, consistent, and display DGNS only.

⚡ Async Generation & Save (Now Working)
Cards can now be saved instantly, while images are generated in the background.
No more waiting or losing progress, the system is now significantly smoother and more user-friendly.

🐞 Bug Fixes

  • Fixed an issue where a generated card could appear invisible in the collection if grabbed too early
  • Resolved layer rendering conflicts (buttons/containers overlap) in Lens Studio

🎨 Visual Upgrade

  • Added light backgrounds to all UI containers for better readability
  • Switched text from white to black for clarity
  • Introduced subtle animated light backgrounds on containers and cards for a more polished feel

📦 Open Source Update
The GitHub project has also been updated. It’s a solid base if you want to experiment with:

  • Async image workflows
  • Collectible systems
  • Image editing pipelines

Feel free to explore and build on top of it.

Repo: https://github.com/DgnsGui/DGNS-Pocket-Garage

⚠️Important**⚠️**
🌐 Network Requirements
This Lens still relies on online image generation:

  • ~10–30 seconds under good conditions
  • Longer with slower connections

However, with async saving, the experience remains smooth regardless of connection speed, and you can generate images later when you have a stronger network.

Web app: https://dgns-gallery-web.vercel.app/

More to come soon... ✨

u/ButterscotchOk8273 — 4 months ago