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

From Medien Wiki
No edit summary
No edit summary
 
(8 intermediate revisions by 2 users not shown)
Line 11: Line 11:
== Milestones ==
== Milestones ==


=== Hardware Aquisition [CHECK] ===
=== Hardware Acquisition [CHECK] ===
* up to 2 Vives (incl. controllers)
* up to 2 Vives (incl. controllers)
* up to 2 backpack-PCs [http://walker.xmg.gg/]
* up to 2 backpack-PCs [http://walker.xmg.gg/]
Line 26: Line 26:
** model to represent controller
** model to represent controller
** physical interaction with objects
** physical interaction with objects
** digital movement (Check)
*** movement by "pulling" yourself around with the controllers. Locked z-axis (no flying).


=== Loading 3D Models ===
=== 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 ===
=== Getting Tracking Data to VR ===
* ZMQ tested and possible [http://zeromq.org/]
** 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 ===
* deciding on game mechanics first --> [[GMU:Lebendige_Spiele:Organization:Mechanisms_Virtual]]
==Success criteria==
Working map with correctly tracked ants, models and navigation. Also appealing game mechanics, that are fun to play.
==Risks==
* Software or hardware failure
** Bugs, crashes
** Defect hardware --> replacement/alternatives?
* Scale respectively Calibration between real and virtual world
==Time==
The amount of time needed is depending on the game itself respectively its mechanics. Simple labyrinth model is quickly build, higher complexity leads of course to higher effort concerning time. Controller input seems challenging, 1-2 weeks will be needed. Especially implementing the tracking data for ant movement can take some time.

Latest revision as of 08:50, 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.

Risks

  • Software or hardware failure
    • Bugs, crashes
    • Defect hardware --> replacement/alternatives?
  • Scale respectively Calibration between real and virtual world

Time

The amount of time needed is depending on the game itself respectively its mechanics. Simple labyrinth model is quickly build, higher complexity leads of course to higher effort concerning time. Controller input seems challenging, 1-2 weeks will be needed. Especially implementing the tracking data for ant movement can take some time.