We build reality.
Custom reality is the engagement.
Physics-correct VR and AR — your facility, your equipment, your scenarios. Built to your spec, deployed to the hardware your team already has.
What we build.
We build the world; you build what runs on it. Three engagement shapes — physics-correct environments, controller-free hand tracking, and R&D physics that doesn't fit any off-the-shelf engine.
$ ay4la query --status
status: accepting
slots: 2 / quarter
brief: elroy@ay4la.com
Physics-correct environments
We build the reality. You build the use case. Customers use our environments for industrial training, emergency response drills, equipment rehearsal, hazard recognition, planning, and research. The physics is consistent across all of them — fire burns the same whether a firefighter, a refinery operator, or a researcher is standing in it.
- Industrial environments — confined spaces, structures, equipment interiors
- Hazard physics — fire, smoke, gas, water, structural failure, electrical
- Custom replicas — your facility, your equipment, your scenarios, scanned and reproduced
- Curriculum, scoring, certification, instructor controls
- Regulatory alignment specific to your domain
- Your pedagogy on top of our physics
Zero-controller hand tracking
Most VR training still ships with controllers. When the trainee needs to hold a real tool or feel a real panel, controller-free hand tracking is the right call. Shipped on Quest 3, immersive VR or passthrough AR.
- Quest 3 hand tracking · OpenXR runtime
- Hands free for real tools, panels, props
- Fully-immersive VR or Quest 3 passthrough AR
- Gesture-driven UI · natural manipulation
R&D and custom physics
Need a simulation that doesn't fit any off-the-shelf engine? Destructible environments, coupled physics, novel materials, proprietary processes, research prototypes — built from the ground up against your spec. If it's been published in a graphics or physics paper, we can probably build it. If it hasn't, we'll figure out whether it can be.
- Destructible environments, fully physics-driven
- Stable Fluids · vorticity gas · cloth · soft body
- Coupled physics no off-the-shelf engine can run
- Custom acoustics · novel materials · R&D prototypes
Why pick us
over a platform.
Most VR training is sold as a platform — a catalog of generic modules and pre-baked scenes. That's not what we do. Three concrete things off-the-shelf platforms can't deliver:
Custom physics, not 360° video.
Most VR training plays back authored effects — scripted fires, particle smoke, animated responses tuned to look right. We compute the physics live, on the headset, every frame. Open a door and the smoke routes through it because air is being simulated, not because the scene was authored to do that. Procedures the trainee can actually change need a world that can actually respond.
We wrote the engine.
Most studios build on off-the-shelf engines. We built our own multi-physics engine in Rust on wgpu, deployed to Vulkan and OpenXR. That removes the ceiling — novel coupled physics, custom acoustics, GPU-accelerated destruction, things stock engines can't deliver.
We build the world. You build what happens in it.
Most simulation vendors sell training — a curriculum wrapped in a 3D engine, tied to specific regulations, dated the moment a standard updates. We don't. We build physics-correct environments — fire that burns, smoke that drifts, structures that fail — and your team brings the pedagogy, the assessment, the certification. Physics is permanent. Training isn't. We perfect the part that lasts.
Why this is
credible.
The canvas above is real GPU physics, running in your browser — not a recorded scene. The same physics runs bit-identical on PC and Quest 3 hardware, validated on Adreno 740 and RTX 4070 silicon.
Elroy Ayala.
corpus christi · texas
Engineer-builder. Indie game dev background. Wrote my own engine because every off-the-shelf path hit a ceiling — and I wanted to understand the whole stack end to end.
Rust on wgpu, OpenXR runtime, GPU compute, custom physics solvers. Simulation R&D, VR + AR integration, engine internals — the engine, the game logic, the deploy. Same person on all of it.
A decade in IT, databases, and B2B systems — production tools at the seam between operations and software. The simulation work is the centerline now. The thesis is simple: training changes, physics doesn't, I perfect that.
Let's build something.
Custom environment briefs, hand-tracking work, R&D collaborations, or general inquiries — reach out directly.