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Space Station View

DillonRobinson
Honored Guest
:!: UPDATE: I am creating a second spacecraft diorama! Please visit http://rift-vr.com/blog/ for details. :!:





*[PROGRESS CANCELLED]*
I had planned to update this to allow for watching movies on the computer screen, but I couldn't get the code to work and my trial ran out.


I plan to move to UE4 in the upcoming weeks and possibly remake this in an engine that isn't so....challenged.

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Anyway, this is an environmental demo. There is no movement, and you are fixed in a chair. Ever since falling in love with sci fi, I've been trying to digitally create their atmosphere. I've always thought the isolation of space and the cramped dwellings of these sci fi classics to be exceptionally cozy, and since I've gotten the Rift, I realized this would be a great way to make them a bit more real.

This is a thrown-together version of those environments. It's a single room that has a window looking out into part of what's imaginably a gigantic space station. You are fixed in a chair in front of some computer equipment, and are surrounded by mismatched personal belongings and equipment. I've thrown in a lot of great sound effects from freesound.org to add to the atmosphere as well.


Here is a video that AntoineR was courteous enough to record!




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Let me know what you think! I hope it's as relaxing as I find it. Great ambiance to listen to some music with.

NOTE - If you find the FPS dropping when you look straight out the window, trying playing at a lower graphical setting and run it at 1280x800 rather than 1080.

NOTE - Please experience this with decent-quality headphones!

(Darker, real time shadows, so-so performance)
DOWNLOAD - Windows 64-bit: https://mega.co.nz/#!DNRERCSZ!Wl00OXWkCS9poMiQeXCY3WSQlbkmhyhdWZC9tClUtM4


(Simpler lighting, easy to run at 60fps)
DOWNLOAD - Windows 32-bit:
https://mega.co.nz/#!GZAQgTTI!dF68CCY2oSGePuBkhN6oWSXXuIJ_mweZrQ2XVO5qvPc
DOWNLOAD - Linux 32 & 64:
https://mega.co.nz/#!3R4m3bTb!UiGL-HH8PMvzDELAesdVLxjkm4V_Rv5_oXNgGhLsnTU

Models: All from Unity Asset Store, Rift + controllers by MannyLectro. https://developer.oculusvr.com/forums/viewtopic.php?t=1514
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39 REPLIES 39

MannyLectro
Explorer
Hey Dillon !

I can't help but notice you didn't credit me for the use of my 3d models (xbox and hydra controllers + rift).
It's the only thing I ask for using my models :? !

Anyway great demo ! I stayed there for quite a while, watching the spaceships come and go 🙂 !
Rift 3d models available here : viewtopic.php?t=1514

Hlao
Explorer
this.is great. I really felt like I could just reach out and start typing on that keyboard.

sephirenn
Honored Guest
Any updates on this? It's been great so far!

DillonRobinson
Honored Guest
"sephirenn" wrote:
Any updates on this? It's been great so far!


Unfortunately not much! Essentially, Unity needs time to 'load' the resources that is the file you'll be placing in the build's folder. With my tiny test movie, it was instantaneous because of its manageable size. Unity is freezing in my current build because even a 150mb movie needs to load for a while (I think...).

I finally got help and was told to just use/add
yield www;

after defining the movietexture, but apparently doing that to a 'www' object is a bit trickier. I'm so new to C# and too busy to learn it entirely so outside help is what I'm relying on here.

One would think that simply playing a movie on a material would be simple, but I'm stuck. It's incredibly easy when the resource is developer-added and bundled with the other assets in the build, but for user-added videos, not so much. If this forum had a C# section I would have gotten an answer ages ago, but all we have (understandably) is a Unity integration sub forum.

So I'm still relying on getting a lucky StackOverflow answer, and I can't really work on this until then 😞
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OculusOptician
Explorer
Check out UE4, it's has native Oculus support unlike UDK and everyone's going crazy over it right now.

Oh, and it would be only fair to credit Manny when you get the chance.

DillonRobinson
Honored Guest
Ah, I didn't see his post, fixed.

I took a look at a view videos - wow. Goodbye Unity, forever. Unity is functional, but I don't find it very intuitive. I would pay $19.99 a month for Unity Pro, but they want &75.

UE4 blows it right out of the water. The GUI is gorgeous and looks very intuitive, and the Blueprints/ UE prefab thing they have going on looks amazing. When I have the time in a few weeks I'll probably buy it and tinker. Thanks for the heads up!
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Lane
Honored Guest
"DillonRobinson" wrote:
Ah, I didn't see his post, fixed.

I took a look at a view videos - wow. Goodbye Unity, forever. Unity is functional, but I don't find it very intuitive. I would pay $19.99 a month for Unity Pro, but they want &75.

UE4 blows it right out of the water. The GUI is gorgeous and looks very intuitive, and the Blueprints/ UE prefab thing they have going on looks amazing. When I have the time in a few weeks I'll probably buy it and tinker. Thanks for the heads up!


I actually liked this demo quite a bit. I sat in it for about 10 minutes just chilling and thought it was really well done. The scale was really good and I felt the most comfortable and present in this demo over all of the others.

Let us know how you get along with the switch. Most of the feedback on UE4 so far is that its still much less intuitive to use, but they are responding to the userbase complaints consistently so maybe it will be more practical to use soon. I'm not sure what's driving you away from Unity in particular, but I guess if you know C++ you'll be fine after learning the UE4 API and interface in a few weeks. Either way, brashly disregarding Unity is probably not good, especially considering you've only reviewed UE4 at a surface level.

Best wishes on your moving forward.

DillonRobinson
Honored Guest
"Lane" wrote:

Let us know how you get along with the switch. Most of the feedback on UE4 so far is that its still much less intuitive to use, but they are responding to the userbase complaints consistently so maybe it will be more practical to use soon. I'm not sure what's driving you away from Unity in particular, but I guess if you know C++ you'll be fine after learning the UE4 API and interface in a few weeks. Either way, brashly disregarding Unity is probably not good, especially considering you've only reviewed UE4 at a surface level.

Best wishes on your moving forward.


Okay, maybe it was a kneejerk reaction - I just saw how slick UE4 looks and assumed it must all be perfect - I'm sure it has a ton of problems in its early stages right now. I am/was just ready to disregard Unity because I can't justify $75/month, while $20/month is perfectly reasonable, especially for a product that looks a lot better...at least on this 'preview video' surface-level.

"Lane" wrote:

I actually liked this demo quite a bit. I sat in it for about 10 minutes just chilling and thought it was really well done. The scale was really good and I felt the most comfortable and present in this demo over all of the others.


That's great to hear! Thank you for your feedback.

Seeing what the Rift is capable of, I believe one of the most important aspects of VR games moving forward is an entirely believable environment, and, with exceptions, that includes making them look "lived-in". Dirt, grime, accumulated detail, clutter, etc. Most demos I've played so far are amazing and there's nothing wrong with any of their environments, but there's something so believable in a rich & filthy level that doesn't look like it spawned the same moment the player did. Exceptions can be made where relevant - there's lot of science fiction with pristine aesthetics, and that's fine.

That uncanny valley of sterility also applies to sound design. It's amazing what a difference there is in some demos when you play with, then without sound.

So this demo was really my test in packing a bunch of things into a small space to create that clutter, then apply a ton of sound for atmosphere. It's not perfect, obviously - I was limited to what was free on the Unity Asset Store, and this was also the first thing I made in Unity.

I was used to creating soundscapes in Vegas Pro by flattening a hundred layers, so it was really neat here to be able to apply sound effects on their own to objects, and have those objects volume and direction fluctuate with the movement of the Rift.

(I would highly recommend to everyone developing for the Rift to utilize, if comfortable, and if limited, www.freesound.org. There are tens of thousands of completely free sound clips and loops there, and most are of a very high quality. I've been using them for my games and videos for nearing a decade now.)
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7andromeda7
Honored Guest
Hey nice looking demo!
I dont have a rift of my own yet but Ive tasted the nectar once or twice so I know how cool your scene is goin to look!
Can i just ask , your plants that you have in the scene..are they uv mapped planes or made of polys? Im curious to know the method you used! Thanks in advance, and keep up the cool work!

DillonRobinson
Honored Guest
Thanks! I haven't touched this in a very long time, but I believe they were polys. I didn't make the model though - everything in here was a free model, mostly from the Unity Asset Store. I'm doing some tests with other people's plant models now, and it's certainly a problem when they're just stuck on planes and vanish when you look at them from more extreme angles. I gotta find a way to duplicate & invert so that at least two sides are covered...

I'm actually making a much better space station demo right now. This was a first test as I got acquainted with Unity and the Rift plugins/SDK.

My new project is a re-imagining where you can actually move around and there's two full rooms (with a third being made right now!)

Check it out here: http://rift-vr.com/projects/zenith/

or here: https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=9508

I promise it looks pretty neat in the Rift, and I am adding DK2 support the second I receive my unit 🙂
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