GMU:Lebendige Spiele:Organization:Production Virtual: Difference between revisions

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** model to represent controller
** model to represent controller
** physical interaction with objects
** physical interaction with objects
* TODO:
** digital movement


=== Loading 3D Models ===
=== Loading 3D Models ===
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** loading of basic geometry
** loading of basic geometry
** physical colission and movement
** physical colission and movement
* TODO
** create VR model of maze
** create realistic ant model (with rigging)


=== Getting Tracking Data to VR ===
=== Getting Tracking Data to VR ===
* ZMQ tested and possible
** TCP/IP as communication protocol
** embedded in Unreal Engine
** server-client architecture
=== Correct Calibration of Tracking Data ===
=== Interaction with Ants ===
=== Interaction with Ants ===
=== Implementing Game Mechanics ===
=== Implementing Game Mechanics ===

Revision as of 18:33, 8 May 2017

Prerequisites

Unreal Engine

Blender

HTC Vive

Windows PC

  • Intel i5 / FX8350
  • GTX 1060 / RX480
  • 4GB RAM

Milestones

Hardware Aquisition [CHECK]

  • up to 2 Vives (incl. controllers)
  • up to 2 backpack-PCs [1]
    • Intel i7
    • GTX 1070
    • 16GB DDR4 RAM

Low Hardware testing

maybe not necessary anymore...

Moving in VR

  • tested in Unreal Engine:
    • correct real-world position in VR
    • model to represent controller
    • physical interaction with objects
  • TODO:
    • digital movement

Loading 3D Models

  • tested in Unreal Engine:
    • loading of basic geometry
    • physical colission and movement
  • TODO
    • create VR model of maze
    • create realistic ant model (with rigging)

Getting Tracking Data to VR

  • ZMQ tested and possible
    • TCP/IP as communication protocol
    • embedded in Unreal Engine
    • server-client architecture

Correct Calibration of Tracking Data

Interaction with Ants

Implementing Game Mechanics