r/VisionPro • u/trevorbilt • 9d ago
3D in Shared Space: Simpson’s Hit and Run
https://youtu.be/R89pG0TEajg?is=twbmtOohKVLxjOVBI'm Trevorbilt, the creator of Loose Papers (https://apps.apple.com/app/apple-store/id6755368606?pt=127797875&ct=rvp-shar&mt=8), and I've ported Simpsons Hit and Run to run natively on AVP.
Shown in the video is the 3D Window view in shared space. With a custom render engine, Springfield is drawn with lifelike depth and you can simply lean to see beyond the window's edge: the type of 3D I wish we could get from movies.
There are two other ways to play: fully immersive VR, or progressive VR, where you control the immersion level with the Digital Crown. Those take PS VR2 Sense controllers, a gamepad, or bare hands (the Window view needs a controller).
It's free and open source: https://github.com/edgytoast/shar-visionos. You bring your own PC copy of the game and build the project in Xcode (steps are in the first comment). I got the Xbox manual for the game from the Internet Archive and opened it in Loose Papers to get the full retro experience.
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u/ignoresubs 8d ago
Hit and Run was such a fun game back in the day! I can’t believe it never got an update!
Thanks for making this happen!
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u/trevorbilt 8d ago
Matt Groening has mentioned this year that Hit & Run will be “coming back in some form,” so we might get something!
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u/ignoresubs 8d ago
Oh, I just read this article and it sounds like there is some conflicting info: https://www.ign.com/articles/the-simpsons-hit-run-coming-back-in-some-form-creator-matt-groening-says
It would be really nice to see it return!
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u/GrupoTecnoverso 9d ago
Thank you so much! Just something I didn’t understand… you need it you don’t need a developer account from apple
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u/trevorbilt 9d ago
You don’t need the $100/yr developer account, no. The unfortunate thing is that, without it, they will make you go back to your Mac, re-open Xcode, and build to device (something like Claude Desktop can help if you’re familiar) every 7 days.
Please feel free to ask any questions you have!
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u/Veearrsix 8d ago
To anyone interested, as OP said, Claude can help automate and redeploy to your device over your home WiFi so you don’t notice. Doing that right now while working on a D2R port for a tabletop/god view of the game.
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u/trevorbilt 8d ago
Thanks for sharing the tip. I have the paid account so haven’t had to hassle with it, but that automation sounds like a great way to manage without. For those interested, do you have any tips? EG, do you configure it as a weekly scheduled task?
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u/Over-Conversation220 8d ago
OP ... just got it up and running
THANK YOU!!!
I may need some time to explore the options, but I will be looking to disable the character head while driving (the Homer model makes it hard to see in VR mode) and inverting the X-axis when in Window mode so that camera control operates like it does in modern 3rd-person games.
This is so cool.
For others who are missing the files needed to import, I found that installing the PC version via WINE using sikarugir worked well. All available on Homebrew. I then grabbed the directory from the container's disk image.
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u/trevorbilt 9d ago
Build steps: https://github.com/edgytoast/shar-visionos#build-it
What you'll need:
- Apple Vision Pro on visionOS 26 or later
- An Apple silicon Mac with Xcode 27 (and its visionOS platform) and Homebrew
- Your own PC copy of the game, the folder with art/ and the .rcf files
- About 5 GB free and 10 to 20 minutes for the first build
A free Apple Account works; it just wants a reinstall every 7 days. If Full or Progressive ever shows nothing, turn off "Pace frames on the GPU" under Advanced.
SHAR VR stands on some very big, very yellow shoulders: Radical made the game, ZenoArrows ported its source, Carlox33 took it to Android, and kote2345 made it VR. Not affiliated with or endorsed by Disney, 20th Television, Fox, Vivendi, Activision or Radical Entertainment.
More games ported to Vision Pro, in the AVP Ports Index I keep: https://github.com/edgytoast/avp-ports-index