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skyjake's activity

From 2013-10-30 to 2013-11-12

2013-11-12

08:05 Doomsday Engine Feature #1657 (Closed): Oculus Rift field-of-view angle
skyjake

2013-11-11

10:53 Doomsday Engine Feature #1600: Drop Snowberry
In practice, it is quite a lot of work to replicate all of Snowberry's features in Doomsday. However, every day Snowb... skyjake
10:41 Doomsday Engine Feature #1654: [VR] Displaying the 2D UI within a 3D view
The current status is that the player's HUD layer, also containing the game menu, is drawn to a texture that can then... skyjake
10:39 Doomsday Engine Feature #1655 (Closed): Offscreen UI composition
Marking this as completed: @CompositorWidget@ can be used as the parent anywhere in the widget tree to create a compo... skyjake
10:34 Doomsday Engine Bug #1659 (In Progress): Crash when loading a save game of Ultimate Doom
skyjake

2013-11-07

10:05 Doomsday Engine Feature #1658 (New): Automatic port forwarding (UPnP/NAT-PMP/PCP)
To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of ... skyjake

2013-11-05

10:57 Doomsday Engine Feature #1655 (In Progress): Offscreen UI composition
skyjake
08:13 Doomsday Engine Feature #1655: Offscreen UI composition
Currently implemented in the "oculus-rift" branch. The remaining missing detail is appropriate alpha blending for the... skyjake
08:11 Doomsday Engine Feature #1655 (Closed): Offscreen UI composition
Doomsday's UI framework needs to have the ability to flatten a widget tree into an offscreen buffer (such as a GL tex... skyjake
08:36 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> We should think about which tasks need to be accomplished to close this issue (#1636), and which sh...
skyjake
08:35 Doomsday Engine Feature #1657 (Closed): Oculus Rift field-of-view angle
The correct FOV angle is a crucial part of Oculus Rift rendering:
* Create a mechanism for maintaining or restoring ...
skyjake
08:19 Doomsday Engine Feature #1656 (Closed): UI for VR / Oculus Rift config
If an Oculus Rift is available, the UI should show appropriate settings to configure it. Other VR settings should als... skyjake
08:05 Doomsday Engine Feature #1654 (Closed): [VR] Displaying the 2D UI within a 3D view
In a 3D VR environment, Doomsday's and the games' 2D UI elements must be displayed differently. For instance, for Ocu... skyjake

2013-11-04

20:51 Doomsday Engine Feature #1636: Support for Oculus Rift
> offscreen render buffers
I've got this mostly working. The situation in the oculus-rift branch is that I've hard...
skyjake
19:45 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Are we saying that VR is so exceptional that by default we shouldn't honour the FOV of the original g...
skyjake
18:55 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> Why should we allow the Rift SDK to override the field-of-view?
I believe the Rift should determin...
skyjake
13:19 Doomsday Engine Feature #1636: Support for Oculus Rift
> offscreen render buffers
I agree this would be useful. After taking a closer look I concluded that the only reas...
skyjake

2013-11-03

11:56 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> The taskbar cannot be seen at all. I press apostrophe and type what I imagine to be in the taskbar ...
skyjake
11:11 Doomsday Engine Feature #1649: Option to disable HUD/menu font upscaling
For me the "rend-tex-filter-ui" cvar (also in the appearance editor) affects both the menu and HUD fonts: bilinear fi... skyjake

2013-11-02

20:11 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> Head tracking is really smooth. Almost perfect in fact. I don't think I have seen any better. This ...
skyjake
18:47 Doomsday Engine Feature #6 (In Progress): Draw lens flares using GL2
skyjake
14:26 Doomsday Engine Feature #1648 (Progressed): Complete vanilla DOOM emulation
This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vani... skyjake

2013-11-01

17:18 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> So I should be using yawhead while implementing view-to-aim, right?
If you want to shoot where t...
skyjake
16:02 Doomsday Engine Feature #1636: Support for Oculus Rift
A further note about "lookpitch". If the control's position is 1.0, it means the player's actual look pitch is 85 deg... skyjake
15:58 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> I started adding Pitch control. Even if I set @ev.axis.type = EAXIS_ABSOLUTE@ in @DD_ReadHeadTracke...
skyjake
08:53 Doomsday Engine Feature #1636: Support for Oculus Rift
Scheduling this for 1.13. Anything that cannot make it in time for a mid-December release should be pushed to a conti... skyjake
08:05 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
Unscheduling for now, since preferably some form of game rules would be needed for a good fix. skyjake

2013-10-31

22:52 Doomsday Engine Feature #1636: Support for Oculus Rift
I have now added some new player controls and implemented them (roughly) on game-side. Check the commit notes for det... skyjake
16:40 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> [...remaining tasks...]
I can create a continuation task for the more forward-looking / non-Rift...
skyjake
22:26 Doomsday Engine Feature #1647 (Progressed): Replace FS1 with FS2-based resource management
FS1 acts as an extension layer over the native file system, allowing one to look up resources and locate other needed... skyjake
19:52 Doomsday Engine Feature #1503: [Unix] Basic command line options (e.g., help, version)
To do this the right way, all the command line options should be documented using Amethyst much like console commands... skyjake
17:12 Doomsday Engine Feature #1646 (New): Stereo 3D enhancements
Continuing the work started in #1636, Doomsday's stereoscopic 3D capabilities could be further enhanced with:
* Ocul...
skyjake
 

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