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 I will have very little to no time for FreePIE 
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Location: Stockholm, Sweden
I have started to work on a VR title with my brother. We already have started working on weapons handling :D



This means that FreePIE will have to be put on hold or very little time dedicated to it. If someone wants to take over or help I'm very glad for the help

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Thu Apr 28, 2016 1:05 am
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Cross Eyed!

Joined: Fri Jul 04, 2014 1:43 am
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What's it gonna be called? "CyberDuo" :)


Thu Apr 28, 2016 2:20 am
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Our git repo is called "Shooter" :D

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Thu Apr 28, 2016 2:23 am
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Cross Eyed!

Joined: Fri Jul 04, 2014 1:43 am
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:)


Thu Apr 28, 2016 2:46 am
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Cross Eyed!

Joined: Wed Jul 16, 2014 10:29 am
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Long time no see! sorry I have been away.

So this is an interesting new development :ugeek:
The gun looks quite good!

My Vive should be arriving in a week or two, so maybe I could help out on your new project!
Thanks to Freepie I have been able to have some fun with guns so far, and learned a lot.
https://www.youtube.com/playlist?list=P ... r15ahjDdIY

I hope that Vive/Steam can take it to the next level!
But its been a long day, so going to bed for now.


Thu Apr 28, 2016 11:12 am
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3D Angel Eyes (Moderator)
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Very cool.

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Thu Apr 28, 2016 8:47 pm
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Thanks for the feedback guys, here is an updated version, the muzzle flash is just a placeholder.


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Sat Apr 30, 2016 8:32 am
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Cross Eyed!

Joined: Wed Jul 16, 2014 10:29 am
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Awww yiiis, I have been using a Glock 26 for my handgun.
I dont think the Glock 17 is a flamethrower though... :D

The matching of the physical and VR objects you handle is a major factor in immersion.
So I am itching to update my gun tracking with lighthouse...

If you work on a rifle, do make it an HK416D !

btw are you using Unity + SteamVR plugin, or OpenVR?


Sat Apr 30, 2016 12:24 pm
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3D Angel Eyes (Moderator)
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Looking good.

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Sat Apr 30, 2016 12:26 pm
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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NeoTokyo_Nori wrote:
Awww yiiis, I have been using a Glock 26 for my handgun.
I dont think the Glock 17 is a flamethrower though... :D

The matching of the physical and VR objects you handle is a major factor in immersion.
So I am itching to update my gun tracking with lighthouse...

If you work on a rifle, do make it an HK416D !

btw are you using Unity + SteamVR plugin, or OpenVR?


Since we are not artists we will buy all models of the Unity asset store, if we suceed in making a game that sells we can hire someone :D If you find a gun you there you think should be in the game let me know ;) It must be Unity 5 and PBR.

We use SteamVR, but SteamVR supports OpenVR so as I understand we should support Oculus Rift and Touch after Valve implement Touch into the SDK

edit: Btw, i like the scar ;)

https://www.assetstore.unity3d.com/en/#!/content/37243

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Sat Apr 30, 2016 2:36 pm
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Cross Eyed!

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As cybereality says, Very cool and looking good 8-)

Do feel free to announce what you are ready to announce about it!
Or just PM me if its too early to announce. ;)

Very curious to hear what you plan to do about locomotion.
Will it be confined to one area, or do you plan to move around?

fiy I do not plan on getting any treadmills :mrgreen:


Sun May 01, 2016 8:32 am
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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You will walk forward and backward in the direction you are "facing". Since there is no torso tracking we need to estimate where your torso is pointing using the three available trackers. We have tested different approaches, none are 100 procent perfect, they should have added a torso tracker :/ anyway motion sickness is not a problem, at least for me that's used to VR

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Sun May 01, 2016 8:48 am
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Cross Eyed!

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Quote:
You will walk forward and backward in the direction you are "facing". Since there is no torso tracking we need to estimate where your torso is pointing using the three available trackers.


hmm Interesting - sounds like a fairly complicated problem to solve, but I am sure you can work it out :ugeek:

I had an idea for a new loco method today, which I will test when the vive arrives. ..

Look forward to your game !


Sun May 01, 2016 10:21 am
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Cross Eyed!

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CyberVillain wrote:
they should have added a torso tracker :/

With FreePIE and a cheap phone with magnetometer you have that tracker :)


Mon May 02, 2016 6:36 am
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Working hard to get our IK perfect, its HARD!


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Mon May 02, 2016 4:58 pm
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Cross Eyed!

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The lighthouse devkits are taking so long to come out, I think I have to chop up the wand and graft it to my gun, if it is ever going to work...

2 wands is just not enough, when you want to get into tracking body parts and other objects. :/

But good luck with the IK...


Mon May 02, 2016 7:29 pm
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Yepp, I do not understand why they didn't add a little tracker for the torso. Leaning is something that we want since it's a MP shooter. That data is not available to us so we have to use the heads x rotation to fake that.

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Mon May 02, 2016 11:57 pm
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Cross Eyed!

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I guess now would not be a good time to mention STEM ?
Were you a backer? :?

(If so, I was just referring to science, technology, engineering and mathematics,
which is also very useful for this kind of thing ) :)

but here is something if you want to think about making your own lighthouse tracker
https://github.com/nairol/LighthouseRed ... e-Comments


Tue May 03, 2016 12:29 am
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Petrif-Eyed

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The idea here is a commercial product, Rift and Vive are the only two players now. SteamVR have support for 15 trackers so if Sixense add SteamVR support all we need todo is to add some logic that adds the aditional trackign and disables the hacks that are used to simulate tracking. Should maybe get SteamVR to support the Freetrack I/O plugin :D

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Tue May 03, 2016 12:33 am
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Golden Eyed Wiseman! (or woman!)

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Quote:
https://github.com/nairol/LighthouseRedox/wiki/Alan-Yates'-Hardware-Comments


Great link NeoTokyo_Nori!
I agree with everyone re a hip sensor. That would allow physical turning to turn, and then we could use a button or stick to walk forwards/back in the hip turn direction.


Thu May 05, 2016 6:06 pm
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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We have some logic that combines the 3 trackers into an estimated heading. It works pretty OK

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Fri May 06, 2016 3:06 am
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Cross Eyed!

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>WiredEarp

yeah, /nairol did a lot of great work collecting the information that is out so far.

The best case scenario however, would be for htc/valve to just opensource the design for the
wand pcb that they already have (obviously) so that other companies can make tracker boards based on it.
For my purposes, it would need to be small enough to fit on/in the gun, and be arduino compatible.

The other side is the software that valve would need to provide, so that the pose of an arbitrarily shaped object (which is not the same shape as the lighthouse wand head) can be correctly recognized and tracked.

But the hardware needs a longer lead time to get things working, so I wish they would just be more open about what we can expect to come...

The very word "secrecy" is repugnant in a free and open society - jfk :mrgreen:


Fri May 06, 2016 3:10 am
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Cross Eyed!

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Quote:
We have some logic that combines the 3 trackers into an estimated heading. It works pretty OK


Cool!

however, the difference between "pretty OK" and "perfectly OK" is a life and death situation in fps ! :mrgreen:

but do let me know if you need user testing, once my vive arrives :)


Fri May 06, 2016 3:21 am
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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Well the only other option today is teleportering and that is just unacceptable in a tactical multiplayer shooter.
Lets hope STEM becomes mainstream, will most definitely support it anyway

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Fri May 06, 2016 5:23 am
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Cross Eyed!

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Quote:
Well the only other option today is teleportering and that is just unacceptable in a tactical multiplayer shooter.

I completely agree with you on that point. teleportering is not tacticool. 8-)

Quote:
Lets hope STEM becomes mainstream

but I disagree on this one. I just do not see how they can offer a solution that is significantly better,
at this point in time, in terms of cost or performance, reliability of the product, or of the company...

I can understand your pov if you were a backer, but when we invest in something it can cloud our judgement -
If the investment does not turn out the way we wanted it to, yet we have "Sunk costs" so we dont want to let go.
For reference
https://en.wikipedia.org/wiki/Sunk_cost ... st_fallacy

But maybe I`m wrong and they will rise again? :?


Fri May 06, 2016 5:46 am
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Petrif-Eyed

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Nope havent backed, but they are the only ones working on a 5 tracker solution. I dont care much about leg tracking though.
Sad that they did not inlucd a torso tracker with the Vive starter package, even if they do release a seperate torso tracker we devs will have to support people that does not have that tracker

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Fri May 06, 2016 6:47 am
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One Eyed Hopeful

Joined: Thu Mar 13, 2014 1:49 am
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Regarding the IK, check this video: https://youtu.be/X5Z7ZJ39zAA


Is that something you would be able to implement?


Sun May 08, 2016 12:26 am
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Petrif-Eyed

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Yes in the sense that we detect crouch and prone using the max height of the headset and the current height of it and then position and animate the lower body accordingly. We also support lean, we will also support looking over and leaning over obstacles.

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Sun May 08, 2016 1:45 am
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One Eyed Hopeful

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CyberVillain wrote:
Yes in the sense that we detect crouch and prone using the max height of the headset and the current height of it and then position and animate the lower body accordingly. We also support lean, we will also support looking over and leaning over obstacles.



How about to figure out how to angle the elbows without glitching?


Sun May 08, 2016 12:09 pm
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Petrif-Eyed

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It will always be an estimation but as long as it looks good it does not need to actually follow what the person is doing IRL :D

Btw, tried yesterday to connect to eachother and the latency of our IK controlled avatar was really good. Looked super cool. I hope people will like what we are doing here :D

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Mon May 09, 2016 2:48 am
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One Eyed Hopeful

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CyberVillain wrote:
It will always be an estimation but as long as it looks good it does not need to actually follow what the person is doing IRL :D

Btw, tried yesterday to connect to eachother and the latency of our IK controlled avatar was really good. Looked super cool. I hope people will like what we are doing here :D



Just to be sure we're on the same page; I'm talking about the stuff on that video where they have a series of example poses, and the system will interpolate/extrapolate new poses based on those examples and a set of constraints (that could be the position and rotation of the controllers/hands and HMD/head); you got that, right?


Tue May 10, 2016 9:07 am
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Petrif-Eyed

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Yes, we do that to estimate lean and prone plus looking over stuff. Another thing that proved difficult is positioning of the inventory system, again since you have no torso.



edit: If you wonder why I move around so much, its to show that the estimation is pretty ok in a firefight

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Tue May 10, 2016 3:06 pm
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3D Angel Eyes (Moderator)
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Nice. Now just get some targets to shoot.

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Tue May 10, 2016 10:45 pm
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Petrif-Eyed

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Thanks :D
We have targets, the other players, but the shooting only takes place localhost right now :D

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Wed May 11, 2016 12:33 am
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Cross Eyed!

Joined: Wed Jul 16, 2014 10:29 am
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Quote:
If you wonder why I move around so much, its to show that the estimation is pretty ok in a firefight


Peaking/leaning does appear to be working effectively. 8-)

Question
When you say "torso" are you referring specifically to the upper part of the body (above the hips/waist)?
Or are you including the hips?

Suggestion
When we are able to add a real tracker in the future (soon I hope),
it will be much easier (for the user) to deal with putting a tracker on the hip/waist using a belt,
rather than putting a tracker on the upper torso - and attach it securely enough to stay accurate.

The fewer widgets we have to deal with the better, so if you can make a single hip/waist tracker
work effectively to estimate the torso pose, that would be great. :)


Wed May 11, 2016 5:40 am
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Petrif-Eyed

Joined: Mon Jun 22, 2009 8:36 am
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When I say torso I mean the entire upper body from waste up. You dont want it too high because then it wont acurate track a lean

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Wed May 11, 2016 6:10 am
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Golden Eyed Wiseman! (or woman!)

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> When I say torso I mean the entire upper body from waste up. You dont want it too high because then it wont acurate track a lean

If you have a waist tracker, then can you not just use the head position relative to the waist, to determine lean?


Wed May 11, 2016 8:41 pm
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Petrif-Eyed

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Yeah, thats what i meant with not too high, if its more on your chest it wont bend enough from the head to get a accurate lean.
Didnt do much work yesterday but now we got ammo pouches, the server distrubute both the ammo and the pistol so that people cant cheat :)


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Thu May 12, 2016 12:40 am
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One Eyed Hopeful

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Is that lag on the gun relative to the controller model intentional?


Thu May 12, 2016 12:40 pm
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Petrif-Eyed

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It's a rigid body that is moved using velocity. The upside is that the weapons can't go through walls etc, pretty important in a multiplayer shooter so you can't cheat. The downside is that it seems imposible to eliminate that lag completely.

Edit: for now that code is just a place holder, if we can't improve it we might have to move it without rigid bodies and do the plumbing with collision detection ourself, but that's basically reinventing physx all over

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Thu May 12, 2016 11:54 pm
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