• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Ryback
      Hi everyone,
      A while back I read a few articles on flocking algorithms and it peaked my interest so I decided to write my own demo using OpenSceneGraph.  A link to the result is below, I hope you like it!
       
       
    • By khawk
      Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement:
      The SDK includes plugins for Unity and Unreal.
      VIVE also included a few videos worth checking out:
       
       
       
      Learn more at http://developer.vive.com/resources.

      View full story
    • By khawk
      Last week VIVE announced the VIVE SRWorks SDK, allowing developers to access the stereo front facing cameras on the VIVE Pro. Developers will now be able to perform 3D perception and depth sensing with the stereo RGB sensors. From the announcement:
      The SDK includes plugins for Unity and Unreal.
      VIVE also included a few videos worth checking out:
       
       
       
      Learn more at http://developer.vive.com/resources.
    • By Miszka0112
       

      I am an audio researcher developing new audiovisual technologies and currently interested in new applications for games, especially in areas of VR arcades, large immersive spaces, 360 degree installations and even escape rooms.
      I am wondering if anyone has any ideas how to get 32 independent channels (or more) of audio output in real-time from a game engine like Unity that can be spatially mapped to XY coordinates of virtual objects in a screen, or the XYZ coordinates for a spatial enclosure, when most game engines only allow for fixed pre-defined output formats such as stereo, 5.1 or 7.1.
      I have an executive summary of the technology online at (the link also includes my email address): http://bit.ly/pixelphonics
      Thanks,
      M
    • By Shaarigan
      Hello,
      and welcome dear reader to my upcomming long term project 'Spark' I'm planning for a while now. My name is Bastian, I'm working as professional in games business for a couple of years as Senior Software Developer and hobby engine architect and am going to start running a project soon that is targeting the following thoughts based on this forum discussion
       
       
      Problem
      Many hobby projects and small studios out there don't have the financial/man-power capacity or experience to make good looking game maps as of the discussion above; but also while I read through this forum for some years now, I have seen more artist requests than any programmer requests. The reason might be systems like Unreal or Unity that themselfs provide a large non-coding game making support by blue-prints, asset store content and whatever is there in addition designers can take to reach there goal. While this is great for designers and small game creation teams, there isn't such a thing for pure coders (like me) that aren't capable of doing level design or modeling. The so called "programmer's graphics"
      This is sadly a factor that leads to most projects failure because people tend to support such projects that look beatifull but may lack some gameplay functionality against those projects that have the fully featured gameplay ready but dont get an artist to do the environmental work. And not every game developer has some artists in it's connections.
      This and the fact that I personally love multiplayer (online or mmo-games are just multiplayer) RPGs, I decided to go for tis project after doing game engine development from scratch over several years now.
       
      Spark
      Is a product of several thoughts combined into one single software package that supports a basic, modular game engine to extend for whatever multiplayer/rpg game one decides to develop, that already has a range of functions implemented to support all the necessary systems like character management, inventory management or UI, along with an SDK to provide utility functions for a range of use-cases like player authentication or content packaging written in C++ and C# (for the utility tools). I currently decide if the package should also contain a special game-server implementation that is supporting the general gameplay interface.
      But whait, what makes the project unique from what is already out there?
      The plan is to provide more game creation features and less content editing necessity in the first level of the game. Content like world maps, quests and even assets can be generated procedurally using a set of defined rules to tell a generator unit a context taken into account to decide what should be generated. This can be map data/landscape data, fully playable (maybe limitless) maps and even assets to place on those maps including environment, plants, trees and a lot more.
      Gameplay content can be created too. A generator can run in the background or on a server to create new quests while the game runs including any dialog and log text for supported languages as same as potentially voice overs. I'm currently doing the research for the translation unit that should be able to generate text in English and Japanese for now (other languages may be extended) as not fully perfect a native speaker would write but acceptable enougth and simple enougth to fit into the plan.
      But yeah, you reader may have still some doubts about it. Let me tell you from a talk I had past time with a good friend from a grand publishing and development studio. That friend told me that they are developing an AI for one of there games, that should create content for that game after learning from there best level designers and the community. You see, this isn't a crazy backyard idea but also something even an AAA studio is planning.
      I'm also playing arround with the thought to make this also VR compatible for current and upcomming technology so this wont be a one-shot project but something that we can base on and continiously enhance over the months and years.
       
      Motivation
      I'm totally self motivated to run the project simply from passion for playing games that have quality and mesmerize me with or without a story, regardless of fantasy, sci-fy or steam punk, RPG or shooter. Games worth playing are played but there is a problem with stagnanting quality over the past 20 years that makes me sad. I now want to tell my own stories, show my own worlds to others and play like I would live in the game while I have my all-day job so don't need to do this for profit (yet).
      So this is not only an SDK or game engine project but also a multiplayer RPG project who's core system can be used from other people for free to setup there own ideas, make there own stories and let others explore there own worlds with certain kind of compatibility between those games for player data and mods.
      While I develop on my every day practice with a team, I do it on my own in spare time so the decision for this request post was simply to get some people together that may or may not share my passion for good games and are also moivated and reliable enougth to bring this to a happy ending over the next year or two up to a playable demo version to maybe pitch for more support.
       
      Closure
      I thank you reader and congrats for reaching the last point of my post. What I want to do might sound as a huge never ending project that will fail but my motivation is there even after years and prototypes of game engine development so if you think you could hold this kind of motivation even a single bit, are reliable, experienced with C++ and/or C# or an artist (any other matching role could be also usefull for Spark) and could work at least a day in the week, then I would be happy if you would leave a message, either in this topic, as PM or Skype/Discord chat. I will meanwhile finish my framework work (ha double spending ) and do some technical and game design for this.
      Dont let me wait too long and thank you for reading!
      Greetings!!
  • Advertisement
  • Advertisement

Community VRMMORPSS-CS and a new controller

Recommended Posts

Hello and welcome! I'm going to share some ideas I've been working on for a few months.

 

First off, consider the fact that musicians routinely use all ten fingers for their trade but we as gamers have only been given the capability of using just four. Think about that, 6 of our fingers are not contributing at all to our experience.

Enter the NSTRMNT (pronounced en-struh-ment), a controller design that improves upon the traditional game-pad by adding two analog sticks to its underside, to be used by the middle fingers, and more than doubling the number of buttons available. (When viewing the included image please note that button and stick placements are not entirely accurate to where they would be in application, they are in their general locations only and adjusted so that they do not overlap for easier viewing)

The greater number of buttons allows us to do something new with a controller: map a keyboard layout. This capability would change the way we interact with our games since we would no longer need to slowly type out our messages or be required to buy a keyboard peripheral that ultimately reduces typing to just our thumbs. 
Imagine being in a VR environment, pulling up a screen, and typing out a message without ever having to put down the controller!
(Note also that the Key-mapping is only a preliminary idea, I was trying to be symmetrical and there is probably a layout that is much more efficient like Dvorak is for keyboards)
 

Now what about the extra analog sticks? Their functionality will be determined by whatever the imagination can come up with in any kind of game but the idea that they were initially conceived for is this: first person combat.
To really understand this idea just take any traditional controller with dual analog sticks (PS controllers work best due to their symmetry) and flip it over so that they are facing the ground, now rest your middle fingers on them and experiment moving them around a little. I fully admit that at first it will likely feel a bit strange and unfamiliar, but to that I put that learning to use dual analog sticks together took some getting used to also, with enough practice it becomes a very natural feeling, almost as though they were always meant to be there.
Now, while you are experimenting, consider next that you have a virtual set of hands in front of you like you typically see in an FPS. As you move the analog stick to the left the corresponding hand moves left and so for the right also. As you move the stick forwards however the hand moves up towards your head and down towards your feet as you pull back. 
So here we have two axis mapped to our sticks and it's fairly straight forward, but obviously incomplete, that is until we map the triggers to our final axis, that is, pulling each trigger inwards would push that hand forwards, away from the body, towards the target.
And there you go! Now pretend you're in a boxing match and jab, hook, and uppercut.


With that idea in the back of the mind now let's imagine something else new, a Virtual Reality MMO Role Playing Survival Sandbox and Creative suite (VRMMORPSS-CS). What is that? Well its almost exactly as it sounds.
Pretend you're playing an MMO in VR with the creative freedom of Minecraft. You're exploring, fighting, crafting and in the process building an immersion with the world. Now imagine that as you're playing you suddenly have an idea that you need to write down, or you're having a conversation with someone and you need to look up a reference but instead of having to take the headset off or even leave the game and break that immersion you can pull up a word processor/text editor and a web browser in a window that exists in the game world. Imagine that in a game like the Elder Scrolls you weren't just able to read books but also write them and have them exist on shelves in a home that you've built.

My vision is a game that includes tools like a video editor, native DVR, 3D modeler, spreadsheet editor, an IDE and more, so that work and play don't have to be so separate. So that you can build your dream home and almost live and work from it because the Game and Creative Suite (G-CS) would be able to export documents to your local files or even upload them online to sites like Dropbox, Google Drive, GitHub or YouTube. And all these features would have intuitive controls that took full advantage of the NSTRMNTs capabilities.
Imagine still that in this game it was possible to create clay sculptures and then able to 3D print the ones you love the most.
 

So far I've worked on these projects alone but what I'd like to do, starting here, is to make this a community project, with the end goal being an MMO that is free to play with an optional subscription very much like Planetside 2. I'm not looking to get rich, I just want this a lot and I think a lot of people will too. I believe that there is an opportunity to make history by creating the first open source VRMMO in a way that puts the power directly into our hands.

Imagine, if we as a community could come together to create incredible and massive games for free, the big game companies would have to drastically rethink their strategy because we wouldn't be sitting around waiting and begging them to make our dreams come true anymore, we would have done it. 

 

So what do you think? Tear me apart in ways I haven't thought of yet because I've already stripped myself to the bone thinking about this. 

 

 

 

NSTRMNT_resize.png

Edited by AldoZeroun
update image

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement