are you on windows? What vr headset are you using?
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Thanks for trying :)
I've actually spent a lot of time on improving the player code since the game jam ended (it's not possible to lean over things and to stand on moving vehicles), but it still keeps stepping on things when it shouldn't and goes flying when holding on to the object you are standing on, it's a surprisingly tricky problem.
Can confirm pretty much what others said, motion sickess was quite a problem for me towards the end, otherwise it's beautiful and works very well. The ending was maybe a bit abrupt, seemed to have cut the audio too early.
Looks and sounds amazing. I also really like the UI. The rotating made me super motion sick though and I kept rotating physically and then the arms were all wrong :D Still nice relaxing experience.
Nice! It is missing something to hit with those spells to make it more satisfying to cast, like those boxes being kicked away or something, but I am sure like most of us you had some bigger plans :D
It is a lot of work, this is like the 7th "engine" I made over the years, it's probably the best one yet, but there are still a lot of things I'd love to do different, but then I would never manage to actually make a game with it.
For the VR support I mainly just implemented a "VRWindow" from my "window" class (which represents a single application window on the screen). This VRWindow has a "swap chain" (which has a couple of buffers) just like every other window which can then be rendered into. The only difference is that instead of this being backed by a window on the screen, it passes this on to the different VR SDKs which all have an implementation of this window. The VRWindow also has some additional methods to query input, head position and set haptics.
I then have a VRCamera which does some of the more general camera setup, creating two cameras attached to a head which render into a vrwindow.
Actually this now looks more complicated than it really is :D The result is that I can use the same code for the different VR headsets / SDKs. The VR part was pretty easy to do, but I don't have support for some of the optimization stuff yet like drawing both eyes at once with instancing or foveated rendering. Both will need some adjustments to the rendering.
The quest version keeps skipping the tutorial levels on its own somehow and grabbing those boxes in the first one (which doesn't skip on its own) behaves very strange. Will try the windows version later.
Hey, I am a programmer looking for a 3D artist to team up with. Preferably with Blender 2.79 knowledge, but not necessary. I am using a custom game engine and I'd love to make a tiny multiplayer coop game that will run on Oculus Quest.
I do have a full-time job, so won't be able to work on this 24/7, but I should be able to get enough time in to get things done.
For the moment I'd recommend you to install it from Steam. Apple changed their API and while I recently fixed the Steam Version, I didn't update the one here and I made a lot of changes to my engine since then...
I'll try to get it updated, but it may take a while.
I'm a bit reluctant to call it a game as the content is very limited. It's free, integrates both, oculus sdk and openvr and works on windows and macOS. It doesn't have any written or spoken text and I could implement the FOVE SDK, but don't have a HMD to test with. Also it requires tracked controllers, which as far as I understand are currently not part of the FOVE package.
Do you own a VR headset and have it plugged in? Are you running windows 10? If both is the case, could you try the game on Steam or Oculus Home (it's free anyway) and let me know how that goes?
That's a very open ended question.
Basically using C++, the Windows SDK and DirectX 12 as well as a couple of libraries doing some of the work (such as Bullet for physics, OpenAL Soft for audio and both the Oculus SDK and OpenVR for the different VR headsets). There is also some code for Linux and macOS in place as well as some rendering with Vulkan and Metal.
I could write a lot about almost everything involved (window and swap chain creation, render pipeline in general, input, model loading, audio, shadows, multisampling, physics, maths, ...). There actually are some articles on a very outdated website about the engine: http://rayne3d.com/blog many things have changed since then, but some of it still works essentially the same. I also started writing devlogs for my next project on my website (only two so far, as I just got started): http://slindev.com
If you have a more specific question, that would make it easier to answer :)
I dug out an old prototype I made during Ludum Dare 31 in the end of 2014 and started polishing it into a more complete experience.
The game is obviously inspired by Blobby Volley, but instead of just controlling a blob, you control a tennis racket and ball and play against an AI blob, with similar rules to blobby volley. But because there is no scoring system, you can just set your goals yourself and have some fun playing ball on the beach.
The game currently requires an Oculus Rift with Touch controllers and is still under active development. While the gameplay is final (I may still tweak the AI a bit though), I am still working on shadows and some other details.
It uses a custom DirectX12 engine and requires Windows 10.
If you know what to do you can probably finish the game in less than a minute. Also while there are hints for the puzzles they are mostly trial and error...
I am really happy with the general atmosphere and look of the game, but not so much the gameplay ;)
It is a finished game jam project and I doubt there will be any future development going on. There is however a possibility that there will be another project using the code base we created for this one, with different story, look, setting and hopefully better gameplay. There aren't any plans yet though.