Inspired by this video, we might implement a «damage value counter» for objects destroyed by the player. This could also serve as a gameplay element, where the player tries to break the most valuable objects in the room in the… Read more ›
I finished the full-body first person character prototype which uses a F.E.A.R.-style body subdivision. The lower part of the body is controlled by locomotion and the upper part by the rotation of the player view. With this method the hierarchically… Read more ›
The final part of the dynamic grip prototype is the editor which allows to easily adjust hand poses for different objects which can then be saved into the game objects’ properties. I also tweaked the throwing mechanism in order to make… Read more ›
I finished the dynamic grip prototype, which now allows the player to pick up different sized cylinders and throw them. The hand pose adjusts to the values saved in the corresponding game objects’ properties. There are also transforms stored in… Read more ›
After some work on the blend spaces for appropriate grip poses for arbitrary game objects it is now possible to adjust the hand pose in-game and having a look at it with a simple animation. This «look at» animation is… Read more ›
I started experimenting with blend spaces to allow the player to pick up nearly every game object and having an appropriate grip pose for it. In the video shown below you can see the «cylindrical grip» which can be dynamically… Read more ›
We updated the introduction with an abstract and added a page which briefly describes who we are.
In this category we are going to post all the «kind of related» and often humorous things we find during research that are worth sharing. You can also expect fun things from development like weird bugs and unexpected behaviours here… Read more ›
Evaluation of state-of-the-art VR technology for possible integration in the rage game. Shoutout to Philipp Schürch for providing the gear and location!
First draft animation to test the content pipeline of the unreal engine. This was the first step towards creating a prototype of the proposed dynamic first person animation system. The shown first person model mesh and its textures are… Read more ›