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 91 
 on: 2019-09-16 20:37:41 
Started by BurntPizza - Last post by VaTTeRGeR
TL;DR: Tried out VR for the first time today, mind blown.

So my university faculty has a project for which they want to show 360° (not to be confused with 3D video!) Live-Video from a drones perspective...

...and they basically got a crazy beefed up rig (live encoding etc. was needed) and one of these Oculus Rift S googles with inside out tracking and two handheld controllers. They build a 360° video player in Unity specifically for their use-case which i got to try out. It sadly wasn't that impressive, the sense of depth just isn't there with drone footage, it doesn't feel different from watching 360° footage on any old 2D screen, which is to be expected with 360° but non-3D footage.

But then came the absolute cracker, they had that "Bullet Train" demo installed, coincidentally Grin. I didn't know what i was getting into, since i forgot about that demo after seeing some screenshots of it years ago, it just isn't very remarkable when you see it on a flat screen... well, the game start's in a very tightly spaced metro train, the first thing you notice is how the hand-rails poke into your field of view, that was already a completely different experience from the 360° video demo, you got a real sense of space. Then it walks you through the basic actions like picking things up and teleporting around, i got to pick up some desert eagle that was laying around and that's when it got me, this item felt like it was there, i don't know how to describe it? The presence is just so much more intense than what you experience on a flat screen. This demo kind of invoked the same feelings i had when playing Half-Life 2 for the first time in the way it sucks you in. It's just so different and new, like a breath of fresh air... even though it's basically just some shooting gallery demo, the feeling of being IN there is unlike anything else. I tried throwing stuff, shooting the walls, picking up an rifle that you can use with 2 hands ... suddenly the train stops and 4 NPCs run towards the closed train door! I took the AK ... got into position ... the door opens ... i smoke em ... shit - gun is empty ... i teleport outside ... go grab new guns ... chaos ensures. That's where it got a bit too hectic though, i wasn't fast enough with the controls and the movement felt very restricting, i stopped the demo at that point.

But i understand the appeal now, you can't really judge how awesome and new this experience feels from watching others play it. I wasn't really blown away when seeing for example the dev-logs of the boneworks framework/game, but now i have a totally different perspective on that. You guys should try this stuff out when you get the chance. I think this will take off like crazy once the technology get's to a point where headset and controllers are wireless, affordable and mature. Also normal PCs need to be able to handle the load which is still a bit of a problem.

So yeah, it was awesome Shocked

 92 
 on: 2019-09-15 21:52:50 
Started by hobbles - Last post by dime26
Most of the people who come here are probably on a computer as they will be some sort of coder/ programmer / game maker. Not sure an app would be worth the effort

 93 
 on: 2019-09-15 21:47:13 
Started by SugarBlood - Last post by meva
Very nice game.

I like the idea that planes may move behind the buildings and player cant. It makes game a little bit harder.
To make game more enjoyable you may introduce more varied obstacles, planes with different speeds, rain and lightnings, or persons in more difficult places; fuel or time limit.
For example you may introduce the idea that player can also rescue other things (pets, bags), and give some rewards for it.

 94 
 on: 2019-09-15 21:44:41 
Started by BurntPizza - Last post by dime26
Entered the JS13k GameJam, not quite today but not been on here to share anything for a while!



https://js13kgames.com/entries/quick-wins

 95 
 on: 2019-09-11 18:16:37 
Started by BurntPizza - Last post by KaiHH
Made a very small LWJGL 3 / OpenGL 2.0 demo on how to render an infinite grid with just 5 vertices:
<a href="http://www.youtube.com/v/hE6vgISNG_U?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/hE6vgISNG_U?version=3&amp;hl=en_US&amp;start=</a>

 96 
 on: 2019-09-11 09:57:46 
Started by philfrei - Last post by abcdef
@riven - any comments?

 97 
 on: 2019-09-10 15:18:48 
Started by Spasi - Last post by orange451
That sounds like exactly what I need. hah. Fingers crossed Smiley

 98 
 on: 2019-09-10 06:50:04 
Started by Spasi - Last post by Spasi
Yes, GLFW is not involved at all. The window is managed by JavaFX. DriftFX provides a node (DriftFXSurface) that you can add to a JavaFX scene, with an associated OpenGL context and a "framebuffer" texture. The context is supposed to integrate with the JavaFX rendering backend (even Direct3D on Windows), copying the framebuffer to JavaFX without leaving the GPU.

 99 
 on: 2019-09-09 20:01:41 
Started by Spasi - Last post by orange451
Does this mean that the window is managed by DriftFX(JavaFX)? instead of GLFW? If so, that's pretty interesting. I'll have to prepare my engine for this. I really hope I can adopt JavaFX!

 100 
 on: 2019-09-09 19:58:44 
Started by Spasi - Last post by Spasi
Yes, DriftFX has a macOS/CGL implementation. One issue is that currently DriftFX creates an OpenGL 4.1 core+debug profile context on all platforms and there's no way to change/configure this.

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2019-05-14 16:15:13

Deployment and Packaging
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2019-05-08 15:15:36

Deployment and Packaging
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2019-05-08 15:13:34

Deployment and Packaging
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2019-02-17 20:25:53

Deployment and Packaging
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2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
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