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6:38 AM
its energy is mgh + mvv/2, when dropped it has energy mgh, when it hits the ground it has energy mvv/2 so v = sqrt (2gh), right?
@Vaillancourt what a terrifying debuff
 
 
8 hours later…
3:10 PM
@Vaillancourt your script looks like it would work,
for some reason I thought it would be easy to come up with a formula to calculate it, but its not that easy :(
 
@TomTsagk Yeah; coming up with the formula would have taken me some time, it took 5 minutes to write the script.
@trollingchar But a delicious one :P
@Almo Thanks, I'll check that out!
 
sure :)
 
3:43 PM
0
Q: Setting SteamVR Camera Target Eye before SteamVR installed in Unity

Adam BI'm writing a plugin that can be used in both VR and non-VR projects. I have a Camera that is used to display UI containing some game info on a secondary monitor. My problem is that when the end-user adds my plugin and then imports steam vr, this UI camera's Target Eye is set to "Both" by default...

 
3:54 PM
@Almo I found the condensed formula on the wikipedia
I tried to combined the two you gave me but did not get the results similar to what I had before
speed_ms_2 = math.sqrt(2 * accel_mss * checked_distance_m)
 
nwp
When you wrote speed_ms_2, did you mean acceleration instead of speed?
 
No, I meant velocity; the _2 there is because there was already a variable named without speed_ms in my code.
the "final code" will be cleaner :P
 
The most successful projects where version 2. It's scary to think what the first version looked like ..
 
4:30 PM
And version 3 never sees the light :P
 
Version 3 is usually "What if on top of what we have, we add everything users have requested, without thinking why"
 
Yeah; I guess it depends on the software :P
(thinking about half-life 3 here, hehe)
(and portal 3)
 
Ooooooh I didn't connect the dots :P
Should have gone for half-life 3
 
No worries, it wasn't obvious :)
 
I was picturing .. other projects ..
 
4:34 PM
Such as?
 
cough cough fable cough
1 was great, 2 was nice, 3 was .. uuuuh ..
 
I remember I liked it! But it kind of reminds me that I missed some stuff that was in the previous one.
What do you think was so bad about it?
 
I played the first one, which was quite perfect. It knew what it was, it was robust and stable, and had nice content
the second one felt a little more "clunky"
It feels like that one was made by an engine that does a lot for you, and it wasn't as accurate as the first
The 3rd one felt like it was trying to much, it's been a few years since I've played it, and I remember I didn't play it for that long
 
Oh ok!
 
To be fair that's just my opinion :P
 
4:41 PM
Oh, well that's ok, I won't argue with that ;) I remember when Peter Molyneux presented Fable Journey at the E3. The youtube video of that segment got downvoted to hell.
 
Isn't Fable Journey the kinect demo they made? it wasn't a complete game
From what I remember, the argument was that they used the "Fable" name to earn money, on a game that had nothing to do with the actual fable game
I was hyped that they were making an actual fable kinect game, but sadly not :/
 
I guess they made it to "test the water"?
 
Ah that video looks misleading, no? I tried the fable journey, and it looked nothing like that
There was no scene with a horse, it was more like the camera moved automatically, and stopped at times so you can kill enemies
This video also reminds me the era of people pretending they play games with kinect, but having a video instead. Not sure if this video is like that, but some were
 
I remember during the show they did actually shoot bad guys with magic, at some point.
Making an "on rail" game with fable was not a good idea, I think.
 
I'm not sure, in my case, I heard "Fable" and "kinect" and I will admit I pictured a more interactive adventure
But I was really young back then, and naive :P
 
4:50 PM
heh maybe you were the target audience ;)
 
True, but if others had the same ideas as me, that would explain the downvotes
 
Err, I think I meant that you were not the target audience.
I was on the "donwvotes" side too. Come on. Fable. On rails? No.
 
Aah makes sense :P
Exactly
Remind the that Metroid game I played for the Wii, that was the same "On rails" gameplay
I was expecting a classic Metroid game, but meh :/
 
Kinect one of the worst control gimmicks ever
A) 250 ms latency B) zero precision due to no buttons
I far prefer Playstation Move for motion controllers.
20 ms latency and there are buttons
 
I think that kinect has a lot of potential, but it was never really taken advantage of
 
4:55 PM
@Almo works for kids and for dance games :P
 
There were some really fun demo's I've tried here and there, and was thinking it could create new genre of games
but it feels like not a lot is happening nowadays, and people focus more on VR
 
Most Kinect games could be played without doing anything
 
Maybe because you can play with a bit less room with VR?
 
because it was so damned laggy nothing requiring any time precision could be done
dance games work because their input is scripted. You can check if the right input is coming in 250 ms late
 
@Almo makes sense!
 
4:59 PM
I never really noticed a delay, but then again haven't really played any time critical game
 
I haven't played enough to remember.
 
5:28 PM
Has anyone ever done bone animations in OpenGL ?
 
Not me :)
 
Wish more people were working on things like that, so there was more content online :P
 
I guess most people will use an "out of the box" solution instead of writing their own..
 
True, but its so much fun doing it manually
plus its more flexible
and sometimes painful .. but that's just part of the fun
 
Yeah; it works for hobby projects!
 
nwp
5:40 PM
That's a bit like asking "Has anyone ever built a car out of atoms?" Kinda sorta, I guess? But you don't really work on atoms. Make the bone animations in box2d or some other physics engine that is intended for such things and feed the data to OpenGL to draw it.
 
Well, the part I'm curious about, is feeding that data to OpenGL
I'm not trying to animate stuff through code :P
 
nwp
Your physics engine spits out vectors and OpenGL understands vertices. A bit of mapping and it should be good.
 
Well, I was looking online in the khronos group site, and found this: khronos.org/opengl/wiki/Skeletal_Animation
 
nwp
The issues are overly stretched textures and clipping. Good luck making those go away.
 
It seems to suggest that matrices from bones are meant to go in the GPU, but I always thought they are not meant to do that
was just curious if someone has experience in that
 
 
1 hour later…
7:11 PM
I played the kinect game where you had to bounce balls back at a wall. roughly 2/3 to 3/4 of the balls hit your body because they knew that waving your arms or legs to block balls was nearly impossible given the latency.
BTW a friend was working on a Kinect 2 dev kit, and it had the same 250 ms latency. :/
 
8:06 PM
@Almo What were the kinect2 features, compared with the first?
 
8:38 PM
I don't actually know. I didn't work on it, and my friend didn't talk about it much.
 
9:23 PM
Ah ok!
 

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