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

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** physical interaction with objects
** physical interaction with objects
** digital movement (DONE)
** digital movement (DONE)
*** movement by "pulling" yourself around with the controllers. Locked z-axis (no flying).


=== Loading 3D Models ===
=== Loading 3D Models ===

Revision as of 08:07, 23 May 2017

Prerequisites

Unreal Engine

Blender

HTC Vive

Windows PC

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

Milestones

Hardware Acquisition [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 (DONE)
      • movement by "pulling" yourself around with the controllers. Locked z-axis (no flying).

Loading 3D Models

  • tested in Unreal Engine:
    • loading of basic geometry
    • physical collision and movement
  • TODO
    • create VR model of maze --> real world maze needed!
    • create realistic ant model (with rigging)

Getting Tracking Data to VR

  • ZMQ tested and possible [2]
    • TCP/IP as communication protocol
    • embedded in Unreal Engine
    • server-client architecture

Correct Calibration of Tracking Data

Interaction with Ants

Implementing Game Mechanics

Success criteria

Working map with correctly tracked ants, models and navigation. Also appealing game mechanics, that are fun to play.