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 Can someone with a rift test my roller coaster? now w/ sound 
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Diamond Eyed Freakazoid!
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Joined: Mon Sep 03, 2012 1:36 pm
Posts: 741
Location: QC, Canada
I will never get my Rift. NEVER! :cry:

I finally saw your roller coaster thanks to Cymatic Bruce.

Man did it look better than what I expected! Can't wait!


Thu Apr 18, 2013 9:25 am
One Eyed Hopeful

Joined: Mon Apr 01, 2013 11:30 am
Posts: 2
Hi boone188,

First off, amazing coaster! Just wanted to ask, would you be at all willing to describe how you went about creating the coaster? I'm a beginner in UDK (and Unity) but with the ultimate goal of creating rides similar to your amazing coaster. Even just the basics of what I should focus on to get moving in the right direction would be helpful (custom waypoints or physics? camera control? splines?). If you don't want to share that is okay too, just thought I'd ask!


Thu Apr 18, 2013 11:55 am
Petrif-Eyed
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rmcclelland wrote:
... This could seriously be a game, roller coasting through all different time periods and environments. ...
For the gaming aspect, you need to steer to keep from falling off the track. That may also aid immersion and decrease motion sickness, by keeping your mind busy...
:D

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Thu Apr 18, 2013 12:18 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
Sephirenn wrote:
Hi boone188,

First off, amazing coaster! Just wanted to ask, would you be at all willing to describe how you went about creating the coaster? I'm a beginner in UDK (and Unity) but with the ultimate goal of creating rides similar to your amazing coaster. Even just the basics of what I should focus on to get moving in the right direction would be helpful (custom waypoints or physics? camera control? splines?). If you don't want to share that is okay too, just thought I'd ask!

Thanks!

So there are basically two ways to go about creating a coaster:

1. The "Roller Coaster Tycoon" method. You create a toolbox of pieces that you can put together to create the coaster. Like straight piece, left turn piece, inclined piece, etc.. This works really well for a game because it's super easy for users to put pieces together. It does somewhat limit your creativity though. And it won't allow you to build a coaster to fit an existing environment like I did with the RiftCoaster.

2. The "spline" method (I used this). Splines are basically a set of points with a smooth curve connecting them. They are used for a lot of things in games, like defining paths that AI can travel. They can also be used to deform meshes. UDK includes an actor called a SplineLoftActor, which is a spline that deforms meshes. So you only need to have 1 straight piece mesh, and you can deform it to fit your spline. This allows you to create basically whatever your heart desires. It's not as easy to put together as a RCT coaster though. There's a very informative tutorial on this method on youtube.

As far as cameras go, this will basically be the same as any cockpit game. Basically you can create a new player controller and override GetPlayerViewPoint with something like:
Code:
// Your player controller will have a local location and rotation,
// which is the head's location and rotation relative to the cart.
var Rotator LocalRotation;
var vector LocalLocation;

simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation )
{
        local CoasterCar CC;
   local Oculus OC;
   local vector X, Y, Z;
   
        // get reference to our coaster car
   CC = CoasterGame(WorldInfo.Game).GetCoasterCar();

   // update the local location and rotation of the eyes by adding the
        // deltas from the Rift head tracker
   OC = class'Oculus'.static.GetGlobals();
   if (OC != None && OC.IsPlayer(self))
   {
      OC.UpdatePlayerViewPoint(self, LocalLocation, LocalRotation);
   }
   
        // the viewpoint location is the car's location plus the rotated local location
   out_Location = CC.Rotation + (LocalLocation >> CC.Rotation);

        // the viewpoint rotation is the local rotation rotated by the car's rotation
   GetAxes(LocalRotation, X, Y, Z);
   out_Rotation = OrthoRotation(X >> CC.Rotation, Y >> CC.Rotation, Z >> CC.Rotation);
}

event UpdateRotation( float DeltaTime )
{
        // allow for mouse-based rotation for people like me that don't have a Rift :(
   LocalRotation.Yaw += PlayerInput.aTurn;
   LocalRotation.Pitch += PlayerInput.aLookUp;
}


Fri Apr 19, 2013 2:26 am
One Eyed Hopeful

Joined: Mon Mar 18, 2013 2:27 am
Posts: 46
boone188:

I had an idea... can you add the ability to crash at the press of a keyboard button?

Imagine someone new to the rift, trying this coaster ride, and at will you can make them crash. A little mean but I would love to see peoples reactions :P

Regards:


John


Fri Apr 19, 2013 3:00 am
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
digitaljohn wrote:
boone188:

I had an idea... can you add the ability to crash at the press of a keyboard button?

Imagine someone new to the rift, trying this coaster ride, and at will you can make them crash. A little mean but I would love to see peoples reactions :P

Regards:


John

It's certainly possible. It's not something I'm planning on adding right now though.


Fri Apr 19, 2013 12:42 pm
One Eyed Hopeful

Joined: Sat Jun 09, 2012 11:39 am
Posts: 10
This demo is awesome!

Showed it to my mom, dad, sister and wife. hey all thought it was awesome and there was much screaming involved when going around sharp turns or big drops.

They all stood up for the demo and I had to stand behind them to catch them when they would invariably lose their balance whenever there was a sudden change in direction. :lol:


Fri Apr 19, 2013 3:08 pm
One Eyed Hopeful

Joined: Wed Mar 13, 2013 1:44 pm
Posts: 12
Warp Shader works now! *SWEET*!


Fri Apr 19, 2013 5:39 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
bobthedog007 wrote:
This demo is awesome!

Showed it to my mom, dad, sister and wife. hey all thought it was awesome and there was much screaming involved when going around sharp turns or big drops.

They all stood up for the demo and I had to stand behind them to catch them when they would invariably lose their balance whenever there was a sudden change in direction. :lol:

Awesome! I will finally get my Rift next week, so I'll actually get to try it myself. All of the praise in this thread is making me really excited. I can't wait to unleash this on my family and friends.


Fri Apr 19, 2013 5:47 pm
Cross Eyed!

Joined: Tue Jun 19, 2012 12:15 pm
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Location: Lompoc, CA
YES!! Finally something that didn't make my wife want to throw up. She spent the whole time going whoa...cool....aaaacckk ... was great.


Fri Apr 19, 2013 7:53 pm
Diamond Eyed Freakazoid!
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And you haven't even tried your own ride yet... :lol:


Fri Apr 19, 2013 8:09 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
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Location: Seattle, WA
defactoman wrote:
YES!! Finally something that didn't make my wife want to throw up. She spent the whole time going whoa...cool....aaaacckk ... was great.

That's amazing and unexpected! When I was making this I thought it would be the thing that actually made people throw up.


Fri Apr 19, 2013 11:03 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
MrGreen wrote:
And you haven't even tried your own ride yet... :lol:

I feel kind of like Beethoven composing a song that he couldn't hear. Well, you know, minus all the talent.


Fri Apr 19, 2013 11:08 pm
Two Eyed Hopeful
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Location: Washington, DC
This was the highlight of my two hour journey through the Rift! Rmcclelland saved it for last! Great work!


Sat Apr 20, 2013 12:38 am
Binocular Vision CONFIRMED!

Joined: Fri Mar 15, 2013 2:49 am
Posts: 206
Any chance to add support for D-Box motion systems?
This really shouts for motion system output...
I have an D-Box GP pro 200 chair waiting for input ;)
Or should i contact D-Box for support?

At least i could test it ;) - in roughly a month with the RiftDK (order 479xx)...


Sat Apr 20, 2013 4:34 pm
Binocular Vision CONFIRMED!

Joined: Thu Mar 07, 2013 4:46 am
Posts: 223
Zoide wrote:
I asked the NoLimits people about plans for Rift support, and this was their response:

<<Will the NoLimits Rollercoaster Simulator support the Oculus Rift virtual reality HMD?>>

Unfortunately not, sorry.

Many Regards,
Joerg
NoLimits Support



Any chance of vireio or similar working with this? Has stereo support already, and I think is openGL based which might make it tricky, but might be possible to get it working without a directly supported update,


Sat Apr 20, 2013 5:07 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
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Location: Seattle, WA
mr.uu wrote:
Any chance to add support for D-Box motion systems?
This really shouts for motion system output...
I have an D-Box GP pro 200 chair waiting for input ;)
Or should i contact D-Box for support?

At least i could test it ;) - in roughly a month with the RiftDK (order 479xx)...

I would add support if I could. Unfortunately, there doesn't seem to be an SDK available.


Sat Apr 20, 2013 5:19 pm
One Eyed Hopeful

Joined: Wed Apr 17, 2013 6:15 pm
Posts: 9
It'll be a long time before I get a Rift but this looks amazing! The best looking Coaster ride I've ever seen.


Sat Apr 20, 2013 5:24 pm
One Eyed Hopeful

Joined: Tue Apr 16, 2013 6:57 pm
Posts: 8
Great job on this. The bit where you're just going over the edge really gives you the same feeling you get on a coaster - it works really well. I had to start leaning into the turns a bit so that I didn't barf on myself. :)

Nice job though!


Sat Apr 20, 2013 6:41 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!


Sat Apr 20, 2013 10:15 pm
Sharp Eyed Eagle!
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boone188 wrote:
Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!


Please keep working on this, the other game could be a whole year away and you already made on of the most impressive demos for Rift. If you keep improving this, it could be THE Rift demo to show.

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Sun Apr 21, 2013 12:48 am
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
Parallaxis wrote:
boone188 wrote:
Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!


Please keep working on this, the other game could be a whole year away and you already made on of the most impressive demos for Rift. If you keep improving this, it could be THE Rift demo to show.

Oh I'm definitely going to keep working on this. It's much too fun to just give up!


Sun Apr 21, 2013 1:24 am
Binocular Vision CONFIRMED!
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Anyone wants to Upload an Video or some Screenshots?
I'd love to see something but since my rift didn't arrived yet Youtube would be fine for me :)

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Sun Apr 21, 2013 3:54 am
One Eyed Hopeful

Joined: Tue Apr 16, 2013 3:59 am
Posts: 1
cymatic bruce made a video on the coaster
http://youtu.be/5IJhYn0tdoQ?t=4m30s


Sun Apr 21, 2013 4:06 am
Cross Eyed!

Joined: Thu Jul 19, 2012 1:01 am
Posts: 115
boone188 wrote:
Parallaxis wrote:
boone188 wrote:
Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!


Please keep working on this, the other game could be a whole year away and you already made on of the most impressive demos for Rift. If you keep improving this, it could be THE Rift demo to show.

Oh I'm definitely going to keep working on this. It's much too fun to just give up!



I have to say. while I am still waiting for my Rift, this roller coaster thing you have created, is my most anticipated demo I will try on my rift. Keep up the good work. :)


Sun Apr 21, 2013 5:27 am
Two Eyed Hopeful
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Joined: Thu Jan 31, 2013 9:43 am
Posts: 54
Location: Norway
boone188 wrote:
Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!


I sent them a massage and recommended to add Oculus Rift as a low 85,000 stretch goal. Or just post a kickstarter update with Oculus Rift support, this could really help accelerate the kickstarter!

If they announce Rift support this Monday this is great news, nice they listen to the community.


Sun Apr 21, 2013 8:36 am
One Eyed Hopeful

Joined: Thu Jun 07, 2012 4:28 am
Posts: 41
Is it just me or are the rift setup instructions just a bit over complicated? So many threads have all these different commands to enable rift support. Isn't there a way to do it by default? All working right out of the .exe instead of having to write different command and edit ini files? It's one thing if it's a boolean value, but there seems to be a lot of different values that need to be set.

I keep reading of someone turning on some setting but then some view thing is wrong, or maybe the FOV is wrong. Keep in mind I haven't gotten my rift yet.

For example for this demo. What exactly do you need to do to have it correctly setup for the rift?

Thanks!


Sun Apr 21, 2013 2:09 pm
Cross Eyed!

Joined: Sun Aug 26, 2012 5:45 pm
Posts: 135
Thats the Reason why it (The Oculus Rift) is a Developer Version... or maybe for enthusiasts (like me)

The Riftcoaster is something i call "it works out of the box"... with the following little changes...

1.) Download
https://s3.amazonaws.com/RiftCoaster/UD ... oaster.exe
2.) Install
3.) In "UDK\RiftCoaster\UDKGame\Config\UDKEngine.ini" nearby [Engine.Stereo3D] change "bEnabled=True" (original false)
4.) In "UDK\RiftCoaster\UDKGame\Config\UDKSystemSettings.ini" nearby [SystemSettings] change "DepthOfField=True" (original false)
5.) Start the Game

But personally i think that the UDK Integration is not as good as unity... but i am not a developer... just my opinion with "Techdemo-Testing". ;)

PS: sorry didnt post here before - the Riftcoster is amazing - boone188 i want to see more!


Sun Apr 21, 2013 2:23 pm
One Eyed Hopeful

Joined: Thu Jun 07, 2012 4:28 am
Posts: 41
RoTaToR wrote:
Thats the Reason why it (The Oculus Rift) is a Developer Version... or maybe for enthusiasts (like me)

The Riftcoaster is something i call "it works out of the box"... with the following little changes...

1.) Download
https://s3.amazonaws.com/RiftCoaster/UD ... oaster.exe
2.) Install
3.) In "UDK\RiftCoaster\UDKGame\Config\UDKEngine.ini" nearby [Engine.Stereo3D] change "bEnabled=True" (original false)
4.) In "UDK\RiftCoaster\UDKGame\Config\UDKSystemSettings.ini" nearby [SystemSettings] change "DepthOfField=True" (original false)
5.) Start the Game

But personally i think that the UDK Integration is not as good as unity... but i am not a developer... just my opinion with "Techdemo-Testing". ;)


Thanks, so does that give the right FOV for the Rift? Boone188 mentioned the FOV not being correct (90 instead of 110)? Also what's the benfit of ScreenPercentage=200 (or 150)?

I am a developer, but I still want a good first experience with the Rift =) almost 30 and feel like a kid waiting for Santa wanting everything to be perfect when the presents arrive.


Last edited by nixarn on Sun Apr 21, 2013 2:35 pm, edited 1 time in total.



Sun Apr 21, 2013 2:30 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
nixarn wrote:
Is it just me or are the rift setup instructions just a bit over complicated? So many threads have all these different commands to enable rift support. Isn't there a way to do it by default? All working right out of the .exe instead of having to write different command and edit ini files? It's one thing if it's a boolean value, but there seems to be a lot of different values that need to be set.

I keep reading of someone turning on some setting but then some view thing is wrong, or maybe the FOV is wrong. Keep in mind I haven't gotten my rift yet.

For example for this demo. What exactly do you need to do to have it correctly setup for the rift?

Thanks!

This demo should now just work when a rift is plugged in. No commands or config changes necessary.

And you can't blame the creators for wanting to push something out today that requires commands rather than delaying until it works out of the box. These are only developer kits right now after all.


Sun Apr 21, 2013 2:34 pm
One Eyed Hopeful

Joined: Thu Jun 07, 2012 4:28 am
Posts: 41
boone188 wrote:
nixarn wrote:
Is it just me or are the rift setup instructions just a bit over complicated? So many threads have all these different commands to enable rift support. Isn't there a way to do it by default? All working right out of the .exe instead of having to write different command and edit ini files? It's one thing if it's a boolean value, but there seems to be a lot of different values that need to be set.

I keep reading of someone turning on some setting but then some view thing is wrong, or maybe the FOV is wrong. Keep in mind I haven't gotten my rift yet.

For example for this demo. What exactly do you need to do to have it correctly setup for the rift?

Thanks!

This demo should now just work when a rift is plugged in. No commands or config changes necessary.

And you can't blame the creators for wanting to push something out today that requires commands rather than delaying until it works out of the box. These are only developer kits right now after all.


Awesome =) thanks (And thanks for the demo I've been wanting!). But changing FOV to 110, DepthOfField to True and ScreenPercentage to 200 makes it even cooler?


Sun Apr 21, 2013 2:36 pm
Binocular Vision CONFIRMED!

Joined: Fri Nov 18, 2011 1:32 am
Posts: 345
BTW, the NoLimits people got back to me again. I asked them: "Are you just saying that it is not supported currently, or are you saying that there are no plans to support it in the future?"

Their response:

There are no future plans.

Many Regards,
Joerg
NoLimits Support


Mon Apr 22, 2013 10:12 am
One Eyed Hopeful

Joined: Tue Feb 19, 2013 10:56 am
Posts: 2
Very nicely done! I can't wait for more of these type things. :)


Mon Apr 22, 2013 6:58 pm
One Eyed Hopeful

Joined: Fri Jun 15, 2012 1:27 pm
Posts: 19
Location: Seattle, WA
Boone! That was awesome! If you still don't have your Rift yet, you should swing by or we'll meet up so you can give it a try. Didn't we discover that we live in the same area of town during the VRcade demo?

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Mon Apr 22, 2013 10:35 pm
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
DaveRuddell wrote:
Boone! That was awesome! If you still don't have your Rift yet, you should swing by or we'll meet up so you can give it a try. Didn't we discover that we live in the same area of town during the VRcade demo?

Thanks! My Rift will be arriving on Wednesday, so obviously I'm ridiculously excited. We should definitely meet up soon anyways. I live on Cap Hill; is that close? I still can't get over how cool the VRcade is, and I need to get back in there as soon as possible! I've been thinking about whipping up a demo to try out some VRcade mechanics the next time you have it set up. Any idea when that might be?


Mon Apr 22, 2013 11:12 pm
Diamond Eyed Freakazoid!
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I initially posted this in another thread (being a bit offtopic, woops), but I thought I'd repost here:

boone188 wrote:
Basically, I'm trying to decide which direction to go with my next "ride". I can either go for a bigger, faster, more thrilling coaster with loops and barrel rolls, etc. Or I can do a more thematic ride (splash mountain at Disney is one of my favorites).

This is going to sound stupidly obvious, but focus on the impressive/scary VISUAL aspect of what make rollercoasters exciting. Barrel rolls, for example, are physically exciting, but they aren't visually exciting. The thrill is in feeling your body spin. The Rift, unfortunately, can only show you visuals.

Image
With that in mind, I'd aim for big and bold. To emphasise the feeling of speed, make sure there are plenty of reference objects around so you can judge it properly. One neat trick is a long fall into a tiny narrow tunnel - I expect this will be especially effective in the Rift!

Image

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Tue Apr 23, 2013 3:03 am
One Eyed Hopeful
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Joined: Thu Aug 30, 2012 3:18 am
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First of all, GREAT work!
I have not received my Rift yet but even without it, this is still pretty cool.

I agree with the previous post, go for visual grandure.

It´d be really cool to work with a "drama flow". Maybe the first drop is really really to you on your journey up to it. Multiple drops would also be pretty cool.

Anyway, you seem like a creative dude. So just go NUTS. Dont think about if you are going over the top or not, experiment like crazy.


Tue Apr 23, 2013 3:21 am
One Eyed Hopeful

Joined: Wed Apr 17, 2013 11:16 pm
Posts: 3
Hey Boone,

I mentioned this a couple places elsewhere, I should mention to you directly: One of the my most impactful moments with the Rift was watching a old man in a wheelchair ride your coaster a couple days ago. It's a hard fact that he'll never ride a real coaster again in his life. But, he laughed and smiled while riding yours. You made an old man happy. Thanks for that.


Wed Apr 24, 2013 12:02 am
Cross Eyed!

Joined: Tue Apr 02, 2013 12:36 pm
Posts: 184
Location: Seattle, WA
corysama wrote:
Hey Boone,

I mentioned this a couple places elsewhere, I should mention to you directly: One of the my most impactful moments with the Rift was watching a old man in a wheelchair ride your coaster a couple days ago. It's a hard fact that he'll never ride a real coaster again in his life. But, he laughed and smiled while riding yours. You made an old man happy. Thanks for that.

Thanks for sharing this. It makes me feel really good. The Rift, and virtual reality, are going to allow a lot of people to experience things that they otherwise couldn't. There's already a lot of talk about how much of an impact this could have on treatments for numerous conditions. It can allow an old man in a wheelchair to ride a roller coaster, or climb a mountain. A lot of good could come of this.


Wed Apr 24, 2013 12:38 am
Two Eyed Hopeful
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Joined: Thu Aug 02, 2012 7:29 am
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One of the best demos, yet. Really enjoying this!


Thu Apr 25, 2013 4:01 am
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