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** model to represent controller | ** model to represent controller | ||
** physical interaction with objects | ** physical interaction with objects | ||
** digital movement ( | ** digital movement (Check) | ||
*** movement by "pulling" yourself around with the controllers. Locked z-axis (no flying). | *** movement by "pulling" yourself around with the controllers. Locked z-axis (no flying). | ||
Revision as of 08:22, 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 (Check)
- 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.