What are you working on currently? (2017)

I have such a soft spot for UI styled after old operating systems.

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that’s good to hear, I wasn’t (and still am not) really sure if it was a great idea lol

I think one of the pros is that anyone who has ever used a computer before will probably immediately know how to use it

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“computer”

You mean anyone who has used a computer from before 2003. Most kids these days dont even know what winXP is.

Me 2
pls. :>

Redoing some CSG work in blender… Learning some cool modifier stuff.

Edit:

Has some tris issues but I can work on that. For reference
CSG: 3308 Tris
Mesh: 862 Tris
Low Poly Mesh (Removed Bezel): 514 Tris

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Maybe - I think the basic principle is the same though (start menu, windows, etc.) guess I’ll find out :fearful:

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What I’m doing right now is using the same algorithm that you open-sourced, but using a different way to display it that is way more efficient than Neon parts (i.e., I’m not using any parts at all to make it work apart from the particle/light emitting brick), and tweaking that to make it look like it is actually Neon parts again. The way I’m doing it still has several implementation problems though (notice I haven’t yet shown an example that has camera movement) but I will fix those once I get some more time to work on it again, just need to think about it a bit more. There’s also a few tricks I did to make sure it’s really lightweight for updating the orientation of the arc (as you can see by me moving the things around a lot, that barely costs any performance with the camera being static).

I actually haven’t done any micro-optimisation yet; I think folding out operations like matrix-vector multiplications and cross/dot products could maybe shave some time off but it’d be pretty minor comparing to the speedup I obtained from changing the drawing method. And also, it’d make the code a lot more verbose and harder to understand, which isn’t really my style

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Windows 95? Roman busts? All you’re missing are the soothing colors.

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I have different themes for each store preview

https://i.gyazo.com/0ddc5927998f6ad281934eab70f237ff.mp4

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If it wasn’t for terrain, I wouldn’t say it’s Roblox :open_mouth:

Why the Windows 98 UI look though

For the past couple of days I’ve been working on a new way of moving around in VR. As I’m sure anyone who’s used VR would agree, I’m not particularly a fan of the current methods.

  • Restricting virtual space to size of play area (boring!)
  • Teleporting; “best” (relative) movement system, but super immersion breaking and clunky
  • Joystick; Feels disorienting (I’ll stumble around because I feel off-balance) and gives motion sickness

My goal was to design a VR movement system which wasn’t as clunky, was suitable for most games to hopefully see widespread use, and at the same time was a powerful movement tool. Huge thanks to @AxisAngle @Fractality_alt and @MettaurSp for taking time out of their day to help figure out the math!

What you see here is what’s easy to think of as “rotating the room”. When in VR and I approach the edge of the play space (there’s a blue grid marking it in VR that doesn’t show up in the preview), I press a button on the controller that locks the camera yaw. I then rotate in physical space without rotating in virtual space, “rotating the room”, and can walk any length straight line through rinse and repeat.

This was my first attempt using it, so there were a couple places I got tripped up, but conceptually I think it worked out really well. I’d definitely prefer this, given better hardware, over something like teleportation in a game like Skyrim. As I just mentioned though, I had several problems, with the hardware being the biggest concern:

  • The cable was a trip hazard
  • The power pin on the Vive kept coming out after slight tugs on the cord
  • The 15ft cable tangled up and reduced the effective play space (since I couldn’t walk further due to shorter cord length) to a couple feet, making me spend all my time turning

  • It would look weird in a multiplayer game because you’d see people stop/go/stop/go/etc because they stop moving while they’re turning
  • Could resolve by reflecting body movement relative to the headset in the direction of the camera, meaning so long as user was walking they’d continue to move forward in the game

Unfortunately I don’t think this is feasible until VR headsets do something about their cords.

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The terrain doesn’t even look that bad. It’s just very forced and limiting without custom material brushes :frowning:

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Thank god it’s an adapter so I don’t have to buy a whole new headset after just spending $800 on this one :)

I still imagine it’ll be pricey though just because it’s a Vive accessory.

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I didn’t mean it looks bad :smiley:
It looks awesome! I meant that I could distinguish the Roblox smooth terrain grass texture :stuck_out_tongue:

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tbh, part of what breaks it for me is the patchy-ness of the grass.
areas of grass (especially in wild settings) are either Bare dirt, or…

meme

http://i.imgur.com/C03mU7H.gif

grass

you could try a system that generates LOD appropriate grass on smooth terrain that’s either “grass” or “leafygrass”
and if it’s far away it just puts down a large block of grass, so you can see “hey, there’s grass there” but it’s not as GPU intensive.

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