Unreal Engine Will Soon Allow Developers To Build Games Inside of VR (roadtovr.com)
An anonymous reader writes: Epic Games, the creators of Unreal Engine, has been a longstanding supporter of VR. They were on board way back when Oculus sparked the VR industry in 2012 with a Kickstarter that would snowball into a rekindling of consumer virtual reality. Having been one of the first major game engines to support VR headsets like the Rift, the company has been aggressively positioning Unreal Engine as the go-to tool for VR developers. Now they're taking a massive next step, showing the first look at bringing developers themselves inside of virtual reality to craft games with the full set of UE4 tools at their fingertips. That means that developers can place and manipulate objects from right within a world in progress; the video demo in the linked story is impressive.
Even watching the video made me sick. This ain't gonna work for the vast majority of people.
In my game the player will have to move rocks around a place and beat on them with his or her fists. Then nothing will happen for a long time, then you will DIE! Farting is not allowed in my game.
UNITE with the Campaign for a Free Internet because today, our future begins with tomorrow!
I want to take a photo of a room in my house and have it converted to VR, and then be able to style it and move furniture around.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
We've been doing that since we started painting on cave walls. Or was it enriching and educating ourselves? Up to you.
Why would anyone engrave "Elbereth"?
I got some vr sets. One thing I don't like them is that they are too heavy for long time wearing. Wearing them make my neck sore. I wonder VR can't sell a lot unless they solve this problem.
This will be interesting. I have been developing for VR with Unity. I suspect motion sickness will be a real problem here. The video shows the dev walking around and manipulating objects, i.e. moving around in-game via walking around in the real world. That's fine, but when you zoom out and zoom around in the world without your body moving, that's when the nausea starts. Maybe one develops an immunity to it with time; maybe such an immunity will become an important thing for game developers to have.
I wonder if it's worth hanging the VR set to the ceiling to hold part of the weight...
The ENIAC Demo Competition
And they're FINALLY catching up to the City of Heroes base builder?
Chas - The one, the only.
THANK GOD!!!
I would like to see another episode of Unreal, it is such an eye catching game.
The purpose of existence is to make money.
Multiple monitors pretty much give you the same thing. VR is useful when you're working on something you can walk around, but since there's really no such thing as a natural walking controller that truly naturally emulates a space larger than your available playroom, it's not really sensible here. We already have tools for moving around 3d spaces that we're not actually in, and they work pretty well.
A creature modeling tool that lets you work in a VR space is useful. A level modeling tool that does the same is a lot less so.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Rather, we've been doing that since the advent of television.