m (Getting Tracking Data to VR)
m (Moving in VR)
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** model to represent controller
 
** model to represent controller
 
** physical interaction with objects
 
** physical interaction with objects
* TODO:
+
** digital movement (REACHED)
** digital movement
 
  
 
=== Loading 3D Models ===
 
=== Loading 3D Models ===

Revision as of 17:56, 15 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
    • digital movement (REACHED)

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 [2]
    • TCP/IP[[TCP/IP UDP]] Internet protocol suite as communication protocol
    • embedded in Unreal Engine
    • server-client architecture

Correct Calibration of Tracking Data

Interaction with Ants

Implementing Game Mechanics