
I finally saw your roller coaster thanks to Cymatic Bruce.
Man did it look better than what I expected! Can't wait!
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...rmcclelland wrote:... This could seriously be a game, roller coasting through all different time periods and environments. ...
Thanks!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!
Code: Select all
// 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;
}
It's certainly possible. It's not something I'm planning on adding right now though.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
Regards:
John
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.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.
That's amazing and unexpected! When I was making this I thought it would be the thing that actually made people throw up.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.
I feel kind of like Beethoven composing a song that he couldn't hear. Well, you know, minus all the talent.MrGreen wrote:And you haven't even tried your own ride yet...
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
I would add support if I could. Unfortunately, there doesn't seem to be an SDK available.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)...
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.boone188 wrote:Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!
Oh I'm definitely going to keep working on this. It's much too fun to just give up!Parallaxis wrote: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.boone188 wrote:Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!
boone188 wrote:Oh I'm definitely going to keep working on this. It's much too fun to just give up!Parallaxis wrote: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.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!boone188 wrote:Looks like this will soon be outshined by Theme Park Studio which is about to announce Rift support! Everyone back their kickstarter!
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)?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".
This demo should now just work when a rift is plugged in. No commands or config changes necessary.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!
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?boone188 wrote:This demo should now just work when a rift is plugged in. No commands or config changes necessary.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!
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.
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?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?
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.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).
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.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.