VR?

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Chomps123
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VR?

Postby Chomps123 » Tue Oct 15, 2019 9:32 am UTC

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?

Postby illwieckz » Tue Oct 15, 2019 10:10 pm UTC

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?

Postby Gireen » Sat Oct 19, 2019 2:24 pm UTC

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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Re: VR?

Postby illwieckz » Sat Oct 26, 2019 1:58 pm UTC

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?

Postby Gireen » Tue Oct 29, 2019 7:31 pm UTC

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?

Postby illwieckz » Wed Oct 30, 2019 2:11 am UTC

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?

Postby illwieckz » Wed Oct 30, 2019 2:16 am UTC

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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