@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 :(
I'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...
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, 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.
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
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.
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. :/