VR?

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Chomps123
Dretch
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VR?

Post by Chomps123 »

Thoughts on this?

I think it would be really awesome to play this in VR and I would be willing to help out in any way possible. I do have an Oculus Rift S so I can do testing of builds and i'll look around for a kit to build the game in VR that would be compatible with engine. Im not that great in coding or even game developing but I'll do what I can.

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illwieckz
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Re: VR?

Post by illwieckz »

For sure it would be great!

I know there is some stereo rendering stuff in ioquake3 engine, maybe the first step would be to port some of this code. It's not enough for VR, but would be a step forward it. :smile:

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Gireen
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Re: VR?

Post by Gireen »

It would be nice to have but is the game not way to fast for VR?

Wallwalking as Dretch would turn into a roller coaster into madness. :confused:

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illwieckz
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Re: VR?

Post by illwieckz »

Well, having at least proper 3D rendering would be cool, no need for tracking.

In any way, I hope wallwalking would be modified to be more comfortable.

Basically I dream about a a way to smooth the rotate the view according to the angle you will have, in a kind of predictive manner.

A bit like that:

Code: Select all

                   view |
                      ^ |
                      | |
                      , |
                     |  |
                     ,  |
                    /   |
                  ,’    |
                ,’      |
view > -------’         | wall
________________________|
 floor

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Gireen
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Re: VR?

Post by Gireen »

Relevant Video

phpBB [video]

A mix of wallwalking in NS2 and wallwalking without auto pitch could also be interesting.

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illwieckz
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Re: VR?

Post by illwieckz »

Basically what I propose is a variant of autopitching while the alien model would be following edgy angles and every hardsurface, the viewpoint would be following smooth curves, like if everything was curved without angles. Basically a small cube in front of you will not make you mad, you would just have the eyes getting up a little while approaching it.

Currently:

Code: Select all

                           __\__\__
                          |  /  /  |
                         /|\      \|/
                          |        |
                         /|\      \|/
view  __\__\______________|   __   |___________\__\
        /  /                 |  |              /  /
floor _______________________|  |__________________
                             bump

Code: Select all

                         /|\  |
                          |   |
                         /|\  |
                          |   |
                          |   |
                          |   |
                          |   |
view  __\__\______________|   |
        /  /                  |
floor ________________________| wall

My idea:

Code: Select all

                            _\__\_
                      __,--' /  / `-.|
                    __,'|          ‾‾`.|
                   ,'|               ‾‾`.
view  __\__\__..--'           __         `--.__\__\
        /  /                 |  |              /  /
floor _______________________|  |__________________
                             bump

Code: Select all

                         /|\  |
                          |   |
                         /|\  |
                          |   |
                       __'    |
                     __,'|    |
                     ,'|      |
view  __\__\____..--'         |
        /  /                  |
floor ________________________| wall

The model would still stick to surfaces with hard rotations.

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illwieckz
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Re: VR?

Post by illwieckz »

It make me think that as an extra this would help players to naturally know a wall in front of them is walkable or not: no progressive shift while walking to a wall would means this surface is not walkable.

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