dreaming?â
âNo. Itâs like what I thought you said virtual reality was like: like being wide awake in an imaginary place, with other people. ButââI pointed at the gogglesââitâs nothing like that, so now Iâm not sure how to describe it.â
But Julie, not the least bit discouraged, said: âYou should let me introduce you to my partners.â
Despite growing up in the bush, the Manciple brothers were no strangers to high technology. Their parentsâ homestead was powered by a solar array during the summer months, and there had been a computer in the house as far back as 1975, when Dennis and Irwinâs father had ordered a build-it-yourself Altair kit through the mail. The brothers grew up with the Altair and the series of ever more sophisticated personal computers that came after it, and passed a lot of long winter nights programmingâor sometimes, in Irwinâs case, tinkering with the innards of the older machines. Then in 1993, a shareware adventure game called The Stone Ship that the brothers had coauthored (Irwin came up with the story, while Dennis wrote most of the actual code) earned enough money to convince them to turn professional. They left Alaska and came south to seek their fortunes in the software industry, choosing Seattle over Silicon Valley out of fear that California would be too warm.
Julie met them through her job at the physical therapistâs, where Dennis came for help with his back problems. By that point, late 1994, the brothers had been in Seattle for over a year with nothing to show for it. In spite of The Stone Ship âs success, theyâd been unable to interest any of the established software houses in their ambitious follow-up project, and having spent most of their money, they were starting to think about quitting and going home. But Julie, who was having her own career difficulties (she and the physical therapist had been dating for a while, and now they werenât, and she was about to be fired and evicted in the bargain), talked them into founding the Reality Factory instead, taking her on as business manager, chief fund-raiser, and unofficial CEO.
The brothersâ virtual-reality system was called Eidolon. Like Metropolis of Doom , it used a set of 3-D goggles, although, having been custom-designed by Irwin, the Eidolon goggles were more comfortable to wear and didnât fog up so quickly. There was also a âdata gloveâ that told the Eidolon software what your right hand was doing, whether you were pointing or waving or grabbing.
It was better than Metropolis of Doom . The graphics were full-color, with solid, textured shapes rather than wireframe outlines. Instead of riding on a conveyor belt, you had complete freedom of movementâyou could spin around, float up and down, slide backwards and forwards and sideways, all by gesturing with the data glove. And nobody was shooting at you: instead of a war-torn city, the world in the Eidolon goggles was a sort of playroom with toys, like a bouncing ball you could toss or bat around, and a magic mushroom that, if you poked at it, made violets and dandelions sprout up out of the floor.
It still wasnât anything like the house, though. The graphics were better but still more cartoon-like than real, and though you could see things, you couldnât really touch them: poking the magic mushroom was like poking air. You couldnât smell the flowers, or taste the water in the rubber-duck pond. The first time I tried Eidolon, you couldnât even hear the ball bouncingâthe goggles had stereo earphones built in, but Irwin hadnât got them working yet. And the âfreeâ movement could still be annoyingly sluggish or jerky, especially if you tired out the computer by making it draw too many dandelions.
Also, I wasnât exactly sure what the point of the whole thing was.
âThe point is whatever the end-user wants the point to
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