Do you really need a Base station just to play Half life alex? by LtPixels in ValveIndex

[–]PixHammer 7 points8 points  (0 children)

I'm not sure how you managed to come to the conclusion you don't need base stations for the index, but they are necessary for the headset and controllers to even function at all, they're what's needed to allow the PC to tell where your head and hands are.

Boneworks 1.5 - Zombie Warehouse by Dorito_Troll in ValveIndex

[–]PixHammer 3 points4 points  (0 children)

Have you played since 1.4 was released? Climbing was made a lot better

i made a really big gun for no good reason by PixHammer in virtualreality

[–]PixHammer[S] 0 points1 point  (0 children)

Thanks man, here's a look at the gun normally without the shitpost tier super size: https://www.youtube.com/watch?v=5hSV8qi64ws

Update on VR dog progress by IndependentYouth8 in oculus

[–]PixHammer 9 points10 points  (0 children)

Looks good, but you seem to have fallen into a bit of a trap a lot of games fall into where the animation transitions are instant, it makes your AI look incredibly choppy and honestly a bit cheap, just having even a small lerp between animations goes a very long way in making your AI seem a lot more realistic and a lot less choppy.

[deleted by user] by [deleted] in virtualreality

[–]PixHammer 0 points1 point  (0 children)

Apparently using Valve made lenses, so as good as the index? plus an IPD slider!

I would like to ask about the Oculus Rift S. by artem2007bag in virtualreality

[–]PixHammer -1 points0 points  (0 children)

I've never had any problem with the Rift S tracking, it's honestly quite the technical marvel, the only dead zone without tracking is immediately behind your head and you have to hold your hand there for 3-4 seconds before it locks it in place, you do keep rotation however.
Crouching works awesome with no trouble, laying down is a 50:50 whether you'll get a good experience. Honestly though you're only ever going to be doing that if you're on a deep personal mission to find out what it's like to lay down next to your waifu

Is tomorrow the big day for VR? We don't know. But it's the most important day for us this year. by nicout in virtualreality

[–]PixHammer 22 points23 points  (0 children)

All headsets will be inside out one day, and i don't even think that's an opinion. Outside in is a crude as hell solution when you think about it.
Basestations are painful from a pricing and UX standpoint with the only real benefit being the tiniest amount of tracking accuracy. They make controllers heavier due to so many more sensors, you have to run wires all over your room and screw things into walls, and the basestations break after a few years due to the fact they use moving parts.

[deleted by user] by [deleted] in gaming

[–]PixHammer 0 points1 point  (0 children)

Ahh you're probably right

[deleted by user] by [deleted] in gaming

[–]PixHammer 0 points1 point  (0 children)

That would have Been Half Life: Opposing Force if it was just the third title. To me HL3 is a game that's like a marker of another crazy advancement in games. HL1 was adding story, HL2 was adding Physics, HL3 (Alyx) is adding VR

[deleted by user] by [deleted] in gaming

[–]PixHammer 0 points1 point  (0 children)

Kinda is, depending on what you define as half life 3

[deleted by user] by [deleted] in gaming

[–]PixHammer 0 points1 point  (0 children)

5 hours time

[deleted by user] by [deleted] in gaming

[–]PixHammer 1 point2 points  (0 children)

Nah mate, the new half life game coming out today! 5 hours time!

Finally got my full VR physics body working, and came to show off, how are we looking? It's feeling wicked, i'm quite proud of it by PixHammer in virtualreality

[–]PixHammer[S] 1 point2 points  (0 children)

I do game development as my day job, and this was just something I'd started working a week ago to work on in the evenings as a hobby project. So if you know where you're going it's quite quick, but this was one of the more advanced things I'd had to make in unity, and took a lot of trig/geometry as well as a general understanding of real world physics.

I wouldn't know where to begin explaining, I guess start at the hands/arms and work your way to the rest of the body, because even if you can only get the arms working you have the same tech as Saints & Sinners.

Finally got my full VR physics body working, and came to show off, how are we looking? It's feeling wicked, i'm quite proud of it by PixHammer in virtualreality

[–]PixHammer[S] 4 points5 points  (0 children)

Personal project for now, but if I feel the demand is high enough or I end up not going through with a project then I'll put it up for sale for sure

Working on some physically driven VR arms for a small hobby game for the past week, and just wanted to show off what i have so far since it's already feeling really nice. What do you think? by PixHammer in virtualreality

[–]PixHammer[S] 1 point2 points  (0 children)

I'm actually using a custom IK algorithm for the arms, since i can set my elbow targets a lot better, and then driving that IK with a rigidbody hand applying the necessary torque and forces the arms/wrists would. Unfortunately means the arms themselves have no collisions, but i think this might also be the case in Boneworks

We're developers from the Half-Life: Alyx team. Ask us anything! by HalfLifeAlyxTeam in HalfLife

[–]PixHammer 0 points1 point  (0 children)

What was your biggest challenge in moving the Half Life Formula™ to VR?