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.
the byproduct of years of oppression by the white man
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
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.
Keep the treadmill moving fast, so if someone decides to stand still to spawn camp, they get thrown to the floor.