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Dunoid

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About Dunoid

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  1. I'll get to the meat of my question: movement in VR is a tricky subject.  What solutions have you seen to this issue?  Have you been involved in making a VR game that has movement, or seen a game with a notable movement system?  Either way, I'd be interested to learn about it.  I'm not currently looking at developing for VR, but the topic has me curious, since it may well be the standard gaming setup someday.    From what I've seen, one of the more common systems right now is only letting the player move in their play space, and allowing them to teleport that space throughout the game world.  This has the benefit of reducing any perceptual mismatch between the player and the camera, but teleporting will likely not be immersive or aesthetically pleasing in most cases.    The only game I've actually played in VR, however, was a racing game with full movement.  There were parts, particularly when crashing and bouncing around, where I could feel something was very wrong.  These moments didn't cause much of a problem while playing, but afterward I had mild nausea that lasted until the next morning.  So I don't know what system would work best, and since I have very little experience with VR myself, I figured it would be good to have a topic out there for people to share observations.
  2. I always felt a critique was aimed at the creator, where you describe ways to improve a work, while a review was aimed at consumers, informing them on the qualities of the work as a product.
  3. Dunoid

    Procedurally generated planet Earth 1:1

    As the person above me mentioned, The Outerra engine (http://www.outerra.com/) will be relevant, as their tech demo does exactly what you describe (using real geodata with procedurally generated details to make a 1:1 scale Earth).  The requirements for Outerra, compared to modern AAA PC games, are surprisingly modest (2GB RAM, mid-tier graphics card, Windows VIsta and up, 15GB of hard drive space for height data).   It's a small dev team behind it, so I imagine the licensing costs aren't outrageous.   Of course, the hard part of making a game is making the game.  Having the whole earth to explore is nice and all, but if you don't have a reason for it, it's just empty space.
  4. Dunoid

    Amazon Lumberyard... whats the point?

    It seems like a decent business move.  Having the whole engine completely free (not just "free-ish") is a tempting deal, and since most indie developers will go to a third party for hosting anyway (if they even need hosting), being limited to AWS may not be a concern for a developer, especially if they haven't worked with cloud-based services before and don't have a preference.
  5. Depending on the complexity of your project and your programming experience, the simplest method may be to write your own.  I referred to this paper for my own IK solving, which takes a bit to understand, but it's surprisingly simple if you're familiar with vectors: https://www.math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/iksurvey.pdf   For things like having a character's feet sit properly on the ground, it's even simpler, since you just need to send a ray to the ground and then use some trigonometry to determine the angles of the leg based on the length of the ray.  You'll need to draw some triangles to figure it out, but it's really simple to implement once you understand what you want.    Neither of these methods required more than 100 fairly simple lines of code.  Of course, it all depends on what you want, but IK is actually easier to implement than I expected.
  6. I suppose I did get ahead of myself with my post, since I am far from an expert on compilers.  In fact, it was mostly just things I learned to solve my own problems.  I'll look into starting a Developer's Journal, since I'm working on a few other things.  Thanks everyone!
  7. I sincerely apologize!  I guess I was just too excited to really consider the point of this forum before posting.  Blogging is new to me, so I don't really know how to advertise myself appropriately. I'll take care to only link when it provides a meaningful benefit in the future.     Well, this is embarrassing for me.  I always have the problem of making assumptions too quickly without really investigating.  For example, I mistakenly assumed assemblers had a simple job, since I had made a RISC assembler once.  But of course, what I programmed has no reflection on what a professional organization would make.  And since my blog also serves as a sort of resume for me, it's doubly important I have accurate information.  I'll keep researching and update my article.   Again, sorry and thanks.
  8. I was having difficulties figuring out how to properly compile and link a C++ program I was working on, so I did some research on how the compiling actually works.  I felt I was so informed, I should post to my blog about it, and then I was so proud of my blog post I thought I should spam this forum with a link to it.  So I present to you an introductory look at just how C and C++ programs are compiled, from the basics of preprocessing to the difference between static and dynamic libraries.  I hope you find it informative and maybe even useful for your own programming : http://dunoid.org/index.php/2016/03/02/the-c-compilation-process/
  9. Hello everyone!  I had some ideas about how to avoid procrastinating, and I thought I'd share them here, since I imagine procrastination is a big problem among new game developers.  Basically, the idea is that we procrastinate on the most difficult or frustrating thing we currently have to do, and we'll do virtually anything else to avoid it.  Which is why, for example, I only work on my game during the school year, and procrastinate on it during the summer.  It has nothing to do with what I'm doing, it's about what I'm not doing, i.e. the task I get to avoid by working on this project.  If what you want to work on is the most difficult task ahead of you, it's a lot easier to get working on something else simply because that gives you something else to do.  So, my advice is to start a project that is even more difficult than your game, or comic, or whatever else you want to make, and then force yourself to either work on that fake project or your real project.  Then, you can "procrastinate" by working on your real project.  It's a roundabout idea, but the brain is a strange beast.  That's the gist of it, and you can read my full blog on the matter here: http://dunoid.org/index.php/2016/02/29/procrastination/   What do you think?  Does this idea of making a more difficult project make sense to you?
  10. You'll just have to observe landscapes and try to duplicate what interests you.
  11. Dunoid

    Hyperdrive - Futuristic Combat Racer

    The game looks quite good!  The visual effects are nice and the gameplay seems fun.  Something I'd recommend, though, is more feedback.  Things like a bigger visual indicator for boost pads, louder sounds for firing weapons, and perhaps having the ship come closer to the ground and bounce back up when landing from a great distance.  But I'm sure it was a matter of time before little touches like those were added, so it looks good to me.
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