Virtual Reality With Unreal Tournament
thegrommit writes: "It seems someone has been hacking the UT OpenGL driver to produce a relatively cheap VR environment. " It's really just another Cave thing, but it's still something to lust after. Imagine using a treadmill instead of pushing the up arrow. If only I was attached to my general pear-like shape.
All of those FPS addicts would finally get a decent workout (not just their wrists) if they had to use a treadmill. Nice concept!
This isn't going to be particularly interesting until somebody figures out how to stick themselves into a game of Leisure Suit Larry...
VR can only take you so far.
.. basically, to facilitate all the features of modern FPS games into a laser tag like game, including a visor that projects a 3d world exacly the same as your physical 'arena'.
... but can anyone divine whether this is technically feasible? Or has anyone attempted something like this?
... laser tag taken to its utter extreme technological limits. I think that would be cool. Ideas? Comments? Anyone wanna work with me on just laying what this would require, technically, by catalog surfing or whathaveyou?
I am curious about extending 'laser tag' like games to include splash damage capabilities, wide beam fire
I'd imagine your walls, floors, etc would have to be set up to instruct your base computer when and where they were hit, and then distribute damage if players are within a blast radius set for the 'weapon' being used by the shooter
I know it sounds like laser tag deluxe, but I'm thinking deluxe deluxe deluxe
"Old man yells at systemd"
While it is "Virtual Reality" none the less the design is very sketchy. To get CaveUT working right you have to do a LOT of tweaking. You will want to have the view rotations and axis in the exact right place. I've seen this in action and it really is not worth the trouble it took to get it working. To tell you the truth it is cool to look at for a little bit but not all that much more fun to play with.
The mouse/keyboard is really not a good setup for such an immersive environment. Real VR can map the movement of the head to look around and control movement etc with some other mechanism (usually either a handheld device or foot controls). CaveUT doesn't have real time head tracking. To get a real VR experience out of UT would be cool but it would not be cheap and that would defeat the whole purpose of this project (keep in mind it is developed to be an interesting alternative to real virtual reality gaming). The VR games out there now are pretty lame and I admit it would be very cool if they got games like UT and Quake III working very well in VR.
None the less, the OpenGL code is made for MS Windows only. However it would not be difficult for it to be recompiled for Linux and there is still no version of the driver for the Mac.
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Can we get a "-1 Wrong" moderation option?
To get the perspective correction right, we subverted the OpenGL code in the open-source portion of UT's C++ code.
this is why Open Source is so cool. this doesn't hurt sales of Unreal Tournament in any way, and hackers can still build cool things with it. incidentally, they have open-sourced CaveUT.
way to go, guys!
How damn hard would it REALLY be to hook a cheap exercise bike to something like an optical mouse? I'd love to try it if I ever got the time. I always thought the only thing missing in 3D shooters was the stabbing lung and heart pain from running around at like 25MPH. I sorta miss it after playing sports in "real life".
Luck favors the prepared, darling.
Hmmmm, However cool I think this is, it just doesn't seem to me that VR will really realize its' potential until we can wire the system directly to the brain.
:-)
I know, I can already hear a whole bunch of Neuromancer groans, but some goggles and a treadmill really doesn't cut it.
Full on, full imersion reality will happen sooner or later. Anyone researching holodeck tech?
This cave system would be a cool improvement, since it would probably be much less dizzying than wearing goggles. Running and jumping might be fun as well, but your range and of movement in real life would be much restricted compared to the things that can be done with a gamepad. I'd like to see it though.
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erm Physical objects ie., WALLS. :)
:)
:)
Gotta hurt
How about making it into a Hampster ball that u can run or walk in with the image superimposed on the walls of the ball.
Fun without the fear of running into walls
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well... not quite. Using WireGL from stanford, we've had great success running UT on 12 computers at a resolution of 4096x2304 (16:9 widescreen), with a physical screen that's over 13 feet wide, and 7.5 feet tall (15+ feet diagonal), which is something like 100 square feet of violent blood and guts. Quite cool to see. No UT hacking required. The only bad part is that the game assumes you're just using a monitor, which takes up maybe 15-30 degrees of your view, so when it becomes a full 90 degree view, it gets a little overwhelming, but hey, that's half the fun. Anyone ever in the princeton plasma physics lab, stop in to the high res wall and check out quake3 or our VR walkthrough using UT.
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But way out of reach for the average /.'er - these kinds of mods seem to be the only thing happening anymore in "homebrew" VR (and I use the term "homebrew" here in a very loose sense - there is nothing "home" nor "brew" about this mod, other than tweaking the UT software - everything else is closer to the high-end "commercial" realm of things).
/.'ers! You see this stuff, drool over it, and want it for yourself? BUILD IT! PLEASE! It can be done, and cheaply - hell, a cheesy TORUS-style screen CAVE could be done using all off-the-shelf equipment for under $2500 (including projector!) - it could be done cheaper using homebrew projectors. Or, if your want an HMD, hack a StuntMaster or VFX-1 off Ebay, or build one yourself using cheap LCD TVs from Frys.
Which is very sad, considering today's "state-of-the-art"...
The site I run (see my URL) has a ton of links and info on homebrew VR - but I receive little comment on it. I would love to hear about someone homebrewing a CAVE of their own using a few 100 inch TV projectors, a set of SEGA stereo glasses (or similar), and a PowerGlove. I know it can be done - but nobody is tackling it. If I could ever find the time, I would tackle it myself - but I already have too many projects on back burners (which is why the site hasn't been updated in so long).
Hey,
For a long time, I have expected an "explosion" in homebrew VR - a lot of people "oohhh and ahhh" over it whenever demos like this are shown, but everyone seems to think it is impossible to play with anymore - that you have to have big $$$ to do anything - UNTRUE! REND386 and AVRIL were born out of this falacy, and used modest and cheap hardware of the time to do a whole heck of a bunch - PCVR (the magazine) was born, and for a while, it seemed like VR was the next "thing" - then the bottom seemed to fall out, the internet became "big" and VR has been nearly forgotten...
Sad...
Reason is the Path to God - Anon
That would be about the best option, though expensive. Full movement in all directions...but momentum would be a problem without expensive correction. You start moving (in your hamster ball) in one direction and then suddenly stop...but the ball's momentum carries on and you end up face-planted on the floor.
More expense: use computer control and drive motors to work with you. You stop suddenly and the controller actively brakes the ball to match your movement.
The ball would have to be reasonably large, I would think, to reduce what would otherwise be REALLY substantial spherical error and distortion.
In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
It really really sucks. Don't go looking for it with high hopes.
I played it at the GameWorks in Las Vegas a year ago. The moves you make don't really translate to moves on the screen except in a very generic way (high moves make the guy punch, low ones make him kick) to do special moves you need to kick and punch simultanously, which pretty much makes you look like a complete ass. The motion detection is extremely sketchy.
science is a religion
So, not to be a smart-ass, but...
"a visor that projects a 3d world exactly the same as your physical arena".
If it's exactly the same as your physical arena, what are you gaining? And how do you know when it's broken?
haven't these people ever watched sci-fi movies? obviously, anyone who gets killed in a virtual reality game will be killed in real life. messing around with this stuff is suicide.
D'oh! Yes, it is LavaGiant. I just fixed the web page. Thanks!
Low-mass ball floating in a viscous liquid. Low mass = low inertia, viscous liquid = significant drag. Cheap and it will stop the ball very quickly when you stop, plus I would expect it to feel more realistic to have to push off against the ground with every step instead of letting the ball spin freely.
I'd argue for a smaller ball, to keep the mass down (as well as making it easier to find a place to put one). The spherical error and distortion could be corrected for fairly easily in the control software, provided that it has a way to track the location of your head, such as with a head-mounted transmitter or a sonar system.
Keep the treadmill moving fast, so if someone decides to stand still to spawn camp, they get thrown to the floor.
If everyone playing was using a similar setup, we would have a virtual form of paintball, in a way. That, and if nobody would cheat (something I hate about online and network play - it seems like everyone and their brother uses cheats and bots, rather than relying on true skill - and to make things worse, those with true skill invariably get accused of cheating! Why not a little honesty, for f--k's sake?)...
But FPS's are one thing - and even if it were done, it would be nice to see it done homebrew style, even if it didn't help, and perhaps hindered (due to the reasons you specify). I would just simply love to see a complete homebrew VR CAVE setup, or similar (heh, it would be fun to see a homebrew version of Dactyl Nightmare, using PCs, hacked powergloves, hacked stuntmasters, etc - man, what I would give to play that game again)...
Anyhow, that is how I see it - there are a lot of applications for VR, and not much has been explored in the homebrew arena...
Reason is the Path to God - Anon
What I was meaning by cheap LCD TV's, are the portable ones, you know - like the small 1 and 2 inch Casio and Sony portables - it used to cost (back in the PCVR days) around $200.00 for one of these things - something that would then need to be taken apart, and good luck if you screwed up.
/.'ers know about them, and have one close by. If it was me, I would look into portable TVs online or something.
Today, such TV's can be had for well under $100.00 - I saw at Fry's one day a whole end-cap full being sold for $80.00 each - much more cost effective.
Now, personally, I don't really like Fry's - they screwed with me one too many times. But, to each his own - I mentioned them because a lot of
You are right about the geometry aspect of a CAVE - I wasn't trying to invalidate this individual's work or anything - I was just bemoaning the fact that people look at this, and think wow! I want that - but then never realize that it is possible to do something like it on the cheap - it is almost like the early 90's never happened (in regard to homebrew VR, REND386, and the like).
Reason is the Path to God - Anon
Agreed - PowerGloves are not what they are all cracked up to be, but they are easy to hack for a PC. Your comments and ideas are all valid (in fact, look around my site, and you will find an old "issue" of an online "zine" I wrote for VR called "Cheap VR" - issue 2 deals with building your own homemade glove and wireless tracker.
The issue of tactile feedback is an appropriate issue, which is something I have considered. Using an object to represent what you are using or navigating with can be more "intuitive" and understandable. I suppose that is why there is a prevalance of "wand" type devices used in CAVES. One thing I have thought about playing with is this small "off-table" trackball, that you fit one finger through trigger style, and the other goes around the front - there is a trigger button, and two front buttons. The thumb controls the trackball - this would allow navigation as well as manipulation in a 3D environment. Coupled with a chorded keyboard, it could be a useful system.
Reason is the Path to God - Anon
Ripping apart an old keyboard should do the job.
"or, if you want a dirt cheap Cave setup, simply get 3 PCs, two LCD projectors, and an empty white corner"
Come on, man! What kind of UT fanatic has these kind of resources? I mean, a blank corner?
My low budget suggestion? Take your laptop to a real cave, play UT, and have your buddy throw a rock at your head every time you get fragged.
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Get back to me when my brain starts working.
Better yet, try and read anything on the screen at that resolution.
They're still cool toys, but I haven't used them nearly as much as I thought I would.
Help find a cure for Gidget.
It was always fun letting friends use the system though, because anyone who wears the glasses while playing a game inevitably ends up looking like Stevie Wonder, turning their heads around at wildly exaggerated angles, trying to control the game.
I used to have to stop and reorient myself every so often or I'd end up with my head between my legs staring at the ground, or straining to try and turn my head around backwards, just to go straight ahead.
Help find a cure for Gidget.
Cool.
Can I use Cave Quake 3 with my i-glasses!? I haven't found anything new to play on them in years.
Help find a cure for Gidget.
My guess is that the VR fad of the '90s ran so far ahead of the technology, most people looked at the state of the art and said "if I can't have full-body immersion (a la "Lawnmower Man" or "Disclosure") with infinite resolution and zero lag for $50, forget it."
Another great technology bites the big one.
Can we get a "-1 Wrong" moderation option?