
MAGE displays numerous dynamic entities at 120 FPS. We explored the physics sandbox designed for Quest 3 and 3S.
Creators Charlie Shenton and Matthew Alexander Gregory have crafted something exceptional with MAGE: a robust physics sandbox that allows you to engage with numerous objects at once, utilizing extraordinary abilities. These entities respond authentically to the physical forces applied to them, casting dynamic shadows throughout the environment. All of this occurs at a remarkable 120 frames per second on a standalone VR headset. It’s quite an achievement.
MAGE utilizes the Micron Engine, a gaming engine specifically engineered for VR and standalone devices by Shenton and Gregory, which includes a proprietary physics solver.
To maximize performance, MAGE is exclusively compatible with Quest 3 and 3S. This physics sandbox, which launched this week in Early Access, aims to demonstrate what the Micron Engine can achieve.
I became acquainted with the engine a few weeks back through the mixed reality application Orbs, but MAGE offers considerably more, as I found out during my brief testing with Quest 3.
Physics like never experienced on Quest
MAGE allows you to select from twelve spells and powers for each hand. From telekinesis to launching fireballs to summoning objects, every capability a mage might desire is included. Even time and gravity can be altered.
However, what makes MAGE extraordinary is the way items react to these powers. With the push of a button, you can introduce numerous boxes, spheres, a wrecking ball, a Jenga tower as tall as a two-story building, humanoid mannequins, and much more into the simulation and manipulate them with your abilities.
During my test, the engine maintained a stable output at 120 frames per second. Observing the physical forces in action is delightful, and the high frame rate enhances the realism of the experience.
The controls could use some refinement, as the multitude of available actions may be somewhat overwhelming initially. The movement method is also unconventional. Rather than smooth locomotion, players jump through the world by swinging their left or right arms, a method the developers refer to as “Air Climb.” I faced some challenges during my initial attempts, but Shenton reassures me that it becomes intuitive once you get accustomed to it.
No licensing plans for Micro Engine currently
MAGE is an intriguing and remarkable software, but at this nascent stage, it resembles more of an (admittedly impressive) technical showcase than a full-fledged game, and I’m skeptical about its ability to hold my attention for over an hour. Yet, it has certainly sparked my creativity. As I played around with it, I continually pondered the potential uses of the underlying engine and how it might facilitate the development of distinctive VR games with destructible environments and clever physical challenges. The possibilities appear boundless.
MAGE has just entered Early Access, and Shenton and Gregory have ambitious aspirations for the VR application and the Micron engine, which is expected to become increasingly powerful over time.
“For us, Micron is more user-friendly and efficient than any other engine, and we couldn’t have developed MAGE without it. We will continue to enhance and develop tools for it as necessary. We anticipate that its features will expand to support MAGE and any future games we decide to create,” states Shenton.
Will other developers have the opportunity to license the engine for their games? According to Shenton, there are no present intentions to do so. There are also no plans to port the engine to additional VR platforms at this time. The Micron engine and MAGE will currently remain exclusive to Quest 3 and 3S.
You can acquire MAGE for $20 from the Horizon Store. For communication with the developers, you can join MAGE’s Discord server.
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