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cmbruns's activity

From 2013-10-23 to 2013-11-05

2013-11-05

14:15 Doomsday Engine Feature #1646: Stereo 3D enhancements
One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos... cmbruns

2013-11-04

23:19 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre...
cmbruns
22:15 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t...
cmbruns
16:11 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to...
cmbruns
15:58 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc...
cmbruns

2013-11-03

19:17 Doomsday Engine Feature #1636: Support for Oculus Rift
> Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec...
cmbruns
17:46 Doomsday Engine Feature #1636: Support for Oculus Rift
I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448
cmbruns
17:22 Doomsday Engine Feature #1636: Support for Oculus Rift
By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The... cmbruns
17:00 Doomsday Engine Feature #1636: Support for Oculus Rift
Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio...
cmbruns
16:02 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t...
cmbruns
15:00 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie...
cmbruns
00:29 Doomsday Engine Feature #1636: Support for Oculus Rift
As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this... cmbruns

2013-11-02

21:44 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-...
cmbruns
19:12 Doomsday Engine Feature #1636: Support for Oculus Rift
It turns out a lot of the jerkiness I was seeing was due to mirroring the Rift display on another monitor.
I just ...
cmbruns
05:02 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> When it comes to minimizing latency, how is vsync treated? Should it be disabled?
I've read that v...
cmbruns
02:20 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> bindcontrol lookpitch head-pitch
OK. I got pitch working; and yes, it is jerky. Hopefully late sch...
cmbruns
01:55 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> With "yawhead" and "yawbody", 1.0 means 180 degrees.
So I'll assume that if roll ever gets used, 1...
cmbruns

2013-11-01

18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> If you want to shoot where the camera is pointing at, you need to use yawbody.
>
> With yawhead,...
cmbruns
16:41 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
>The "yawhead" instead turns the camera viewpoint while keeping gun direction the same in world coord...
cmbruns
15:30 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> I have now added some new player controls and implemented them (roughly) on game-side. Check the co...
cmbruns

2013-10-31

15:27 Doomsday Engine Feature #1636: Support for Oculus Rift
To be able to adjust the hud item placement in Rift mode, it might be useful to be able to independently adjust the s... cmbruns

2013-10-30

14:42 Doomsday Engine Feature #1636: Support for Oculus Rift
_(merged with previous comment)_ cmbruns
12:58 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> So as to better my understanding of this - is this approximately what your implementation is doing?
...
cmbruns
04:17 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> I can help debug it if you commit the @GLTarget@-using version to GitHub.
With your help, I got wa...
cmbruns

2013-10-28

16:42 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> ...So in @clientwindow.cpp@ or other client sources, one shouldn't use the public API (@Con_Get*@) ...
cmbruns
00:20 Doomsday Engine Feature #1636: Support for Oculus Rift
I'm struggling with the warping.
I'm trying to paint to an offscreen buffer and then just paint it back on the scree...
cmbruns

2013-10-27

19:27 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> Yes, @GLTarget@ and @GLTexture@ should be used here. The only potential issue is that I haven't yet...
cmbruns
19:13 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Skyjake is better placed to advise on such matters as he has only recently implemented those componen...
cmbruns
18:50 Doomsday Engine Feature #1636: Support for Oculus Rift
Shifting gears for a moment...
To do the oculus rift warping, I need to do the following:
# Render the whole scen...
cmbruns
18:31 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> With the current input system and renderer we should be able to (quite easily) handle 35 Hz input o...
cmbruns
16:55 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Hacking it in would inherently mean that player movement lags behind the refresh update. While it wou...
cmbruns
16:07 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> @DENG_USE_OCULUS_RIFT@
Got it. Will do.
> Naturally, on game-side, the VR variables have to acc...
cmbruns

2013-10-26

22:56 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Re: UI and HUD drawing
>
> It would be useful for future development/maintenance to have a visual ...
cmbruns
21:46 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The Roll angle has no gameplay effect...
...but if we wanted to get really fancy, the rotated hu...
cmbruns
21:39 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> To implement head tracking, I will need to link to the Oculus SDK. This should be a totally optiona...
cmbruns
20:16 Doomsday Engine Feature #1636: Support for Oculus Rift
I have added a number of different stereo 3D modes, and lightly tested most of them. Basic stereoscopic functionality... cmbruns
15:45 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > Are your changes committed to your github oculus-rift or master branch? I'd lik...
cmbruns
14:40 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> Nicely done. I pulled your changes and applied some fine-tuning: the mouse coordinate mapping is on...
cmbruns
05:39 Doomsday Engine Feature #1636: Support for Oculus Rift
One more thing: In my haste, I hard-coded the player point-of-view height to 41.0 map units above the floor. Where sh... cmbruns
05:34 Doomsday Engine Feature #1636: Support for Oculus Rift
I finally got the build environment working. First on the command line, then in Qt Creator.
Using skyjake's awesom...
cmbruns

2013-10-25

20:14 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corre...
cmbruns

2013-10-24

22:33 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> The downside with the current renderer is that it will not be very efficient to render the same fra...
cmbruns
17:41 Doomsday Engine Feature #1636: Support for Oculus Rift
List of higher-level tasks needed for Oculus rift mode:
* Stereoscopic 3D (in any form)
* Side-by-side scene comp...
cmbruns
16:17 Doomsday Engine Feature #1636: Support for Oculus Rift
I brought up side-by-side scene composition in my previous comment because it is a tricky topic and deserves some cog... cmbruns
14:42 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> cmbruns wrote:
> > I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz...
cmbruns

2013-10-23

20:56 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> Oculus Rift is cool and we should have support for it in the renderer.
>
> However, having dabbl...
cmbruns
 

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