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Pablo F. added photos to project "Gozilla" VR Room-Scale Experience for SteamVR

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"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

Logoblue

Pablo F. added photos to project "Gozilla" VR Room-Scale Experience for SteamVR

Medium 0806e8c9 57cd 440f aeb6 873baa60dbd5

"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

Medium logoblue

Pablo F. created project "Gozilla" VR Room-Scale Experience for SteamVR

Medium 0806e8c9 57cd 440f aeb6 873baa60dbd5

"Gozilla" VR Room-Scale Experience for SteamVR

This VR experience the player is a giant placed in the middle of a city where they have to defend themselves from dinosaurs. Dinosaurs can be defeated by throwing things at them. The player can grab parts of a building or trees and move them / throw them around. The buildings are basically towers of cubes stuck up, so it's quite fun to tear them down / push them towards the dinosaurs.

This experience works on SteamVR-compatible headsets and is a Room-Scale experience where position tracking of the player and controllers matters. I did make an adaptation for mobile VR as well that works only with the reticle, but it's much more limited.

Technical challenges included the physics simulation of the towers of cubes. Basically with Unity's default physics system and settings, when stacking many cubes on top of each other, they "bounce" a little bit due to calculation rounding error. This caused the towers to collapse even when a physics material with 0 bounciness was used. The only solution was to decrease the timestep simulation of the physics engine. Yet still the towers move a little bit for no reason. This takes of course a toll on the CPU usage. If the game was polished to production level, those issues would need to be addressed, probably by using a custom physics engine for those elements.

Demo of this experience can be viewed on the trailer video here: https://academy.zenva.com/product/create-a-dinosaur-room-scale-experience-with-steamvr/

This game was created as part of the Virtual Reality Mini-Degree, my comprehensive training series on how to create VR games with Unity: https://academy.zenva.com/product/the-complete-virtual-reality-game-development-course/

Logoblue

Pablo F. added photos to project Combat RPG Game in VR

Medium 739d522a 915a 45f4 a86e d74bd8aefe92

Combat RPG Game in VR

This mini-game is part of The Complete VR Game Development Course and consists of a small dungeon where you are attacked by a horde of skeletons.

This game uses a lot of the components developed in previous modules, such as free teleportation, interactive objects, and the ability to grab and utilize weapons.

Indirect light baking was used to achieve a good FPS (the lamps are all emissive materials, baked into the walls). The models were created with MagicaVoxel.

Mecanim animations were used for weapon movement when hitting.

Logoblue

Pablo F. added photos to project Combat RPG Game in VR

Medium 7402b73e f6ec 47b6 84c5 29c427b0a0bb

Combat RPG Game in VR

This mini-game is part of The Complete VR Game Development Course and consists of a small dungeon where you are attacked by a horde of skeletons.

This game uses a lot of the components developed in previous modules, such as free teleportation, interactive objects, and the ability to grab and utilize weapons.

Indirect light baking was used to achieve a good FPS (the lamps are all emissive materials, baked into the walls). The models were created with MagicaVoxel.

Mecanim animations were used for weapon movement when hitting.

Logoblue

Pablo F. added photos to project Combat RPG Game in VR

Medium 4f0c68a9 6d0a 41cc 96d9 6797a7190e4e

Combat RPG Game in VR

This mini-game is part of The Complete VR Game Development Course and consists of a small dungeon where you are attacked by a horde of skeletons.

This game uses a lot of the components developed in previous modules, such as free teleportation, interactive objects, and the ability to grab and utilize weapons.

Indirect light baking was used to achieve a good FPS (the lamps are all emissive materials, baked into the walls). The models were created with MagicaVoxel.

Mecanim animations were used for weapon movement when hitting.

Medium logoblue

Pablo F. created project Combat RPG Game in VR

Medium 4f0c68a9 6d0a 41cc 96d9 6797a7190e4e

Combat RPG Game in VR

This mini-game is part of The Complete VR Game Development Course and consists of a small dungeon where you are attacked by a horde of skeletons.

This game uses a lot of the components developed in previous modules, such as free teleportation, interactive objects, and the ability to grab and utilize weapons.

Indirect light baking was used to achieve a good FPS (the lamps are all emissive materials, baked into the walls). The models were created with MagicaVoxel.

Mecanim animations were used for weapon movement when hitting.

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Anuj Duggal

Googler . Founder - Student Yatra and UX Project . Former Graphics Software Engineer at Intel . Google Developer Group Bangalore organizer

Bengaluru, Karnataka 560102, India

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Pooja Baraskar

Pooja Baraskar is an Intel Innovator and Microsoft MVP. She is a Microsoft Certified Professional and C# specialist. She enjoys developing games rather than playing. She has develped many apps and games for Windows Store and Tizen Store. Her current interest is Internet of Things, hence won Microsoft Internet of Things competition and has been awarded at Azure Conference 2015 Pune also all her articles at CodeProject are prize winning. Recently she has been awarded as the Most Valuable Blogger by DZone. Know more about Pooja from her blog http://poojabaraskar.com/

Betul, Madhya Pradesh, India

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Yogyakarta, Yogyakarta City, Special Region of Yogyakarta, Indonesia

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Microsoft MVP, Intel Black Belt Software Developer, Intel Software Innovator, Nokia Developer Champion, , Freelance Consultant, Mobile and E

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Sri Krishna Garden Layout Park, Service Rd, Sri Krishna Garden Layout, RR Nagar, Bengaluru, Karnataka 560098, India

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Intel RealSense™

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VR, AR, mixed reality...you'll find projects based on all these new platforms here. Share your own!

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Akash Chandran

I am a Student, very much passionate about Intel and Intel products. I like to code. I am a learner and also a developer.

Chennai, Tamil Nadu, India

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Chennai, Tamil Nadu, India

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Web Apps | Google Developer Groups Lead | O365 & MS Azure | Python Beginner | Blogger | #MeetMaye | Key Learnings® | Ugali + Fish = Me | Graphics & Design 👌

Nairobi, Kenya

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Av. Dr. Munhoz da Rocha, 1125 - Centro, Apucarana - PR, 86800-010, Brasil

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I am Electrical Engineering in UQ come from Vietnam

Brisbane QLD, Australia

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Joel Tiogo

Electrical technician and Programmer.

77 Edgar Rd, Eveleigh, Boksburg, 1459, South Africa

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Yash Akhauri

I'm a second year undergraduate student at BITS Pilani, India. Currently pursuing a B.E. in Electronics and Instrumentation engineering.

Jhunjhunu, Rajasthan 333001, India

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