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The Rage Game Blog

Research and development blog of the Rage Game ZHdK master's project

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Deformation Approach #1: Materials – Part 1

I created a first version of a deformation material. It displaces the vertices based green channel of a dynamic texture, that is created during runtime. In the video you can see that I can change  the texture and material with… Read more ›

25. July 2016
borgedan
Deformation, Destruction
daniel, prototyping, unreal, video

Progress on dynamic grips

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 ›

13. July 2016
ptoth
Animation
patrik, prototyping, unreal, video

Blend spaces for dynamic grips

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 ›

1. July 2016
ptoth
Animation
patrik, prototyping, unreal, video

Material experimenting

I have been experimenting with Unreal’s material editor to get a better feeling of the possibilities it offers. Materials will play an important role for the first approach of deformation. At this point, I also want to give a big… Read more ›

1. July 2016
borgedan
General
daniel, prototyping, unreal

Updated introduction

We updated the introduction with an abstract and added a page which briefly describes who we are.

29. June 2016
ptoth
General

Introducing the random category

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 ›

23. June 2016
ptoth
Random
video

HTC Vive testing session

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!

21. June 2016
ptoth
General
daniel, evaluation, patrik, vr

First animation tests

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 ›

21. June 2016
ptoth
Animation
patrik, prototyping, unreal
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Information pages

  • Who we are
  • Introduction
  • Animation and motion capture
  • Destruction
    • Deformation

Calendar

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Abstract

The objective of this master’s project is to develop a game which allows the player to believably demolish the furnishings of virtual rooms and is playable on both screen and virtual reality systems. It will also be designed as a platform suitable for future psychological experiments regarding immersion and aggression. Key research includes full body awareness in first-person games and the evaluation of a new low-cost motion capturing system for in-game animation and interaction. Additional focus will be on the simulation of different material properties and their respective behaviors on impact, such as shattering and deformation.

Patrik Toth and Daniel Gonçalves, 2016.
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