A new interface to go with the Oculus Rift?

The Oculus Rift development kits have begun shipping to developers and despite the relatively low resolution and missing head translation, much praise is being heaped upon them.

Will Ground Branch be supporting it?
The short answer is, yes.
The long answer is, $#&@ yes.

The Rift brings a lot to the tactical FPS genre, not to mention gaming and non-gaming alike. The only issue the Rift has is that there are no decent interfaces to go with it – we’re stuck using a mouse/keyboard combo or gamepad.

The problem with any new device is getting past the super-human accuracy we are given when we use a mouse. Any non-mouse implementation will either need to match a mouses accuracy or provide a substantial benefit above and beyond this limitation.

You can see an interesting way of using a Razer Hyrda in the following video:

I could see an implementation similar to this that replaces aiming, sprinting, reloading and the like with simple realistic hand movements.

Reload?
Hand to magazine, hold trigger.

Sprint?
Both hands down.

Melee?
Swing weapon out.

Not only more immersive, but faster and with more control then a button press.

Will that be enough to make up for the lack of accuracy?
I don’t know.

I really don’t want to see “no mouse/keyboard” servers, but wouldn’t be surprised if it happens.

Thoughts?

Real Life™ doing what it does best.

Due to a dose of Real Life™, I did not have it in me to do updates or socialise much in the past few weeks. Thankfully, things have a progressed and much of the stress is gone.

On the bright side, one way I deal with stress is to distract myself by coding… a lot. I’ve done everything from updating more loadout and UI related code (booo!) to gametypes and AI (woohoo!).

What is old is new again

One thing that can happen with game development that spans a lengthy time period is art done early in the process can start to feel outdated and fall behind the current standards. This isn’t always a bad thing (It’s the gameplay man!) but I felt like the weapon models/textures needed an upgrade since they are so visible. The work previously done by Snowfella was top notch and served its purpose very well. So again, my hats off to him…..and we are still using some of his work in the finish game as well.

So let’s start off with the high res version of the AK-74. This model is used to bake Normal and Ambient Occlusion maps for the in game model. I’ll do some more updates down the road to show some of the process.

-John

 

High polygon model
High polygon model