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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