beo6
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Leadwerks Game Engine 4.4 Beta Adds OpenVR Support
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I think having it as offset to the camera is a requirement even for room-scale vr.
You can always end up having a too small room for the game / application and you might want to include some teleporting mechanism.
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Having a business is not that easy as it first sounds.
If you make no money, you have to be careful or else your business might get declared as a hobby. (at least here in Germany) not sure what that means in the end though. Also being careful about the tax you have to do now differently etc. Etc.
I hope you really have considered all this
As cms i can recommend Neos CMS. it's easy to use once you have installed it and if you need frontend users, a shop or something else you can extend it with packages or build your own with the powerful Flow Framework. If you need help with that, message me.
Good luck with your business.
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Or use free ssl:
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Please bring back the dynamic navigation.
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"a few secons"? Not everyone has a gigabit Internet connection you know.
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Nice. One little thing however. Left-ctrl for crouching seems to me is more often used instead of C. I know the C key was used only from a couple very old games.
(i think dukem nukem 3d used it?)
If i am wrong there, please correct me. But i guess it is just every ones own taste which button for crouch.
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but.. but.. i can't upload a Realtime Strategy Game where every unit runs against buildings since they don't know it is there.
I thought it is because of their tessellated hair blocking their sight.
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still no Prefab fix. :/
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I would like to see prefabs fixed at least. they seem very buggy at the moment. :/
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I think hollow does not yet work to undo? At least at my short test.
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funny that i have not seen any game that looked 100% realistic. Sure it is always getting better but why should water be 100% realistic from the start?
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how is the code scanned?
I guess it will fail at things like
for i=1,10 do Model:Load("Models/Characters/char" .. tostring(i) .. ".mdl") end
or else it would need to understand the code.
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Merry Christmas.
And i just noticed the Achievement. I like it.
But not sure if it is new.
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Only before anyone else wonders. It is not
VR::DisableWarning() but VR::HideWarning()
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i have the DK 2 for quite some time. And when playing FPS games i get sick really quickly. a HUD does not help here as far as i could notice, but then most games i tested had not much hud on screen.
I think the only way to get it away is really having some object that your brain "knows" is driving you instead of walking on your own.
So far i tried FPS multiple times to see if i got more accustomed to FPS games but so far i still get sick quickly. But because i get sick in FPS games i don't play FPS games so much. (its just uncomfortable to have the feeling you need to puke every moment you know. )
So far the worst experience was the kontiki demo.
What seems to help is having some freedom for your mouse so your virtual body only rotates when your mouse hits the corner.
Also rotating quickly. (for example rorating in a couple degree steps when pressing Q or E) But still the best way is to have your virtual *** sit in a vehicle.
( virtual wheelchair simulator anyone? )
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The USB cable to the headset is not required. Only if you need the USB port on top of the headset (behind the flap).
The cable from the camera into the cable of the headset is for synchronisation. Probably to sync the framerates, but i am not sure there.
Other then that you only need the HDMI of the headset and the USB of the camera.
The tracking itself is made with infrared LEDs behind the plastic head piece.
The reflecting piece on top of the camera lens is an infrared filter.
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Yay. Finally sprites.
That was asked so many times already. Not only by me.
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looks nice so far. Just getting a crash currently in the debug lua executable.
The release executable works without a problem.
Will try to find the cause when i have more time.
I think there is also a bug fixed about pickmode of childs that i didn't even noticed until it picket a child after the update what it didn't before.
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infinite loop detected.
( when i open your blog link i should see your blog for the changes? )
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The project manager does not update your map files.
It does only update scripts, shaders etc. That come from the leadwerks project template.
Your map however you will most likely have changed, so the map needs to be converted to the new version.
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really nice. will definetly update my elevator script.
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Leadwerks for Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
i don't think it is fair to compare respones of your linux campaign with the responses from mobile since you made no campaign for mobile support as far as i know.
(yes. i am pro mobile.
But i am not against Linux support if it happens and does not mean that mobile support will be canceled.
Maybe i will even Back the project on kickstarter )
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have nothing against git too. Even though i am not as familiar with it as with subversion and i think git is a lot more memory hungry when it comes to assets that we keep in the repository. (after all i only have a pretty ****ty internet connection)
But we can still use redmine for project management. It supports git too.
I learned to like redmine and its connection with version control systems.
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I would also like to help in this project.
I already followed the first community project and still think it was amazing what you all got working.
So if there is any free place for coding you can write me in.
If there is any need in a subversion repository i can provide one on my server with a daily incremental backup and weekly full backup on a second server by my provider
and if needed also a Redmine project account for everyone for project management.
Oculus Rift vs. HTC Vive: Which is the one true VR headset?
in Development Blog
A blog by Josh in General
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You can add additional Rift cameras to have the ability to rotate completely.
Also having the cords will always limit your rotation freedom. no matter if Rift or Oculus.
Since i have not used the Vive controllers yet but having used the Playstation ones that are also in the form of a wand, i must say the Oculus Controllers are a lot more natural in controlling. And if you use the correct Left controller for the left hand and the right controller for the right hand, they fit naturally into your hand. No "unnatural pose" here. You can point naturally at something and your avatar in game does also point exactly there. With a "wand" you have to point the tip of the wand at something. Probably more like a remote control.
The only thing i didn't liked about the oculus setup yet, was since i have a very small room i could not activate the out of bounds warning, because the oculus software was always telling me i can only activate it when the room is big enough. Why that? When i have a huge room, i don't have to be that careful to hit things anyway.