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Twofaced

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About Twofaced

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    Programming
  1. Twofaced

    (WIP) Open World Kit

    6) Building system. A core system of Open World Kit, allowing the user to place objects, both from database, and their own. Mesh pivot must be placed at the bottom to build correctly. I have not done the switching of the snapping and checking for the overlap yet, but this is a trivia compared to the rest of the algorithm. When placing an object, the mesh material dynamically changes.
  2. Twofaced

    (WIP) Open World Kit

    5) Procedural Voxel Terrain. Since everyone loves voxels so much, it's not so difficult to remake heightmap into the Minecraft-like world)
  3. Twofaced

    (WIP) Open World Kit

    4) Runtime Terrain Generator   There are already several similar implementations on our forum, and some of them with free access, but they are all so complex that it’s not so easy to understand the details of algorithm, and even more difficult change them for my purposes. Therefore, I decided that it would be easier to write my own vertex generator, calculate triangles and create a Runtime Mesh based on them. It turned out quite well. Lags and FPS dropping are more likely due to the recording program.  In the future, I want to implement the cherished feature of many developers: the procedural placement of pre-created areas in the middle of the random terrain.
  4. Twofaced

    (WIP) Open World Kit

    3)      Procedural mesh database. [attachment=35340:2017-03-16_23-37-37.png] Actually, the database consists of the main menu, for which you can specify pictures and names, and objects for placement. The longest I was busy with the creation of a procedural database for the Constructor, which differs from most open world solutions, in that the user should be able to import their meshes into the engine in the simplest possible way: by copying the fbx model into a special folder. The work is still far from complete, since fbxsdk, and the source code of the engine is still a swamp, but something works... In the near future I want to add more meshes and decompose them into categories depending on the mesh tags.?
  5. Twofaced

    (WIP) Open World Kit

    Introducing you some work which I do for my current project. For the most part, the OWK relates to a procedurally generated world, editing the environment in real time, working with files, and 3D interface. I’m going to make flexible and very simple system which based on sandbox model. All to create a tool for building a virtual universe. So the name is VR Constructor. Development is still at the stage of testing the hypotheses, functionality and architecture of the platform. I'm sure that almost all of you can handle gray cubes style. Anyways, most of the planned models on my machine could not even load)) Most of the code is written on BP, because the speed of code editing and visibility are priority in my case. Can’t promise you tutorials (especially video), because I hate this format of information, but I will answer all the questions with pleasure and try to explain how I achieved any feature. As soon as the features are ready I’ll post them in this topic. 1) Procedural 3D UI.  With this, I started working on the Open World Kit. In general, it is supposed to be used with a VR headset and haptic gloves. But since I do not yet have the opportunity to test the work in this configuration, I did something universal. Buttons can be made as follows:  (Leap Motion) (my UE4 realiazition) A good designer would turn the rest of the menu into something cute, like a holographic interface from a sci-fi movie, but for the sake of functionality it’s enough. 2) Procedural thumbnails for spawning meshes. To place objects, you first had to load them into the interface. But I was terribly lazy to create my own picture for each model, and the essence is not in the models. So I just generated thumbnails automatically based on the list of objects that are in the props folder.
  6. Twofaced

    Story of a project

      You are not trying to and that's why you have no reason to do anything, even though complaining. And why do you think he asking about financial support? You didn't watch the video, really)   Alright where can we read your work? Maybe you're bullshiting bro?)   You can't even explain what exactly look lame for you.     I was hoping that's what it was.   It is lol. At the end of video he told us about it.   Guys why have I posted this video for you? Be patient - watch, then whine.
  7. Twofaced

    Story of a project

      Is this a reason to put them in the shit? 
  8. Twofaced

    Story of a project

    I bet you guys didn't watch video to the end. You wouldn't say that about this very personal story.
  9. Twofaced

    Story of a project

    Sad story though.  
  10. Twofaced

    Vr survey

      Socials, ue4 forum and you know local country gamedev communities) So I can blame my shitty translation))
  11. Twofaced

    Vr survey

    Wow, here is only place i've got such harsh comments. Don't even sure is it worth to explaining now) But strictly saying VildNinja is right. Shame on me I don't even know about Unity VR Editor. I'm using UE4 and they did just a tools for vanilla editor to work with assets in HMD, but Unity team tries to simplify GUI. But my goal not an editor at all this is just a way to build VR world. And not a world like SL. (don't know exactly what about SL2 will be, as everyone i guess)   Think about it like this is gonna be 3D OS with all your everydays apps and social but in photorealistic environment. And VR solves last tech problem - fast user presence traveling. Internet through browser only teleports world to you, not you to the world) Smth like that, guys, sorry if all this unclear again)   P.S. Btw highfidelity is pretty solid. 12,5M could be spent sensibly... Is there will be scripts, Virtual Office, unlimited content? At least this is the only metaverse in developing))
  12. Twofaced

    Vr survey

    Hi guys! If it’s possible, could you answer a few questions or just leave your feedback. It’s enough to read the first paragraph to make it; other information is food for thought) How often do you integrate the newest technology in your life - whether gadgets, apps or methods?  What do you think about all this hype around Virtual Reality or, to be more exact, about the last high-tech HMDs?  What if you, as a designer, could construct buildings and interiors for free, using your own objects in a seamless 3D reality, which would not be harder than to build a settlement in Fallout 4?  What if you, as a VR game developer, could solve capability, control and content distribution problems?  What if you, as a user, acquire a graphic operation system and could spend most of the day in VR working and resting?  Would you become an active user of a universal 3D platform, which could fully unleash the potential of VR devices? Sounds fantastic like a cyberpunk novel, but remember how many prophetic ideas the sci-fi writers of the 20th century founded in their creations. In case if you are not a fan of reading and don’t get what I am talking about, just try to recall the GTA 5 scale then or think of MMO nowadays, for instance. The only difference it makes is the scale and the audience coverage. I have a dream about integrating VR in our life as social networks did before. Earlier there was a possibility to communicate at forums, blogs and chats but as social networks arose – it made it possible to combine communication under one platform. I’m old enough to remember how the Internet and SNs have changed our life and I do want to see another social transformation throughout my life and, if possible, to participate in it. I started thinking about VR in 2011 when it became clear that PCs could finally produce a photorealistic image. As it turned out to be, not only me alone started developing a console and HMD. Thanks God, it did not go any further than just a patent back then. However, a year ago, finally getting confident in VR potential, I decided to resume my work, but this time, based on already working devices. My efforts are aimed at creating solid VR platform where people could fill it with diverse high-quality content and create a place to make anyone’s dreams come true. It’s like a book – it is senseless until you read it, the content– that is what really matters. I have no illusions that making VR is a matter of only a couple of years. It is hard, expensive and time consuming. I don’t want it to become just a global server for MineCraft or Rust. VR has different goals, interests and points of contact for users. Although, there is already a good example of a complex project design - the Star Citizen devs’ module approach. Until each module becomes ideal… Among all of the planned modules the most important is the VR Constructor, because I’m confident that only those users who have no restrictions can create a lively world. And the most significant part of the Constructor is GUI, where everyone can feel as Tony Stark and share creations immediately. Convenient, fair, fast and most important, simple. You only need to pick an object, place it anywhere and set it up. However, one should keep in mind that GUI development for VR is a new field and not all trusted methods suit it and this is what I focus on now. Here is the latest version of my GUI concept:  I see it in a sci-fi style with customization possibilities. Some features: - Assets auto loading. All you have to do is to copy your mesh to a special folder and the core will scan and add it to UI at the start of the app. - UI is a standalone object not tied with a user viewport. - Free placement of objects depending on the surface angle with a possibility of changing parameters whenever you like. Right now, I am finishing work on animation, parameter changing and loading. So, now or never it's time to unite like-minded people on the way to a new information revolution. Currently, there are 3 people in the crew. First of all it’s me, a person who has 10 years’ experience at the building automation, system integration; design of MCU devices, communication systems, and HMI. Since July 2016 I have been fully occupied with VR project. The other two guys are programmers as well but with server specialization. We only lack a designer, a real artist! If you know how to make a convenient GUI, how to launch a friendly and cool website, what interior to make to record a platform presentation and you are willing to handle it all, write me up! We have a detailed work plan for 3 years ahead, even though, the design doc has been written with the expectation of 10+ years of development and support. After the UI, we will start making basic content, server/client and integrate the third-party applications and functions (voice chat, data communication and share desktop). We all work remotely and the alpha version of the constructor will be tested right at our Virtual Office. But this is a side-project, which I can tell you about when something serious in this direction will be done. Unfortunately, you can’t read a full project presentation now; it will be available as soon as MVP is ready. To help us to move towards the right direction we need your feedback. We would be glad to any opinion both positive and negative to help our VR concept become better!
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