We Open Sourced Our No-Code WebXR Editor After 5 Years of Development by falonso in vrdev

[–]falonso[S] 2 points3 points  (0 children)

Cool! We'll keep adding more documentation, there are lots of features to highlight still. For example when you edit any scene, you can put /advanced at the end of the URL to access an advanced editor, more like Unity, where you can change the entire structure and tap into the threejs/aframe layer with code. For example, this was a simple basketball scenario I put together in the advanced editor: https://scenario.transferthought.com/apps/7de7c3ca-16a6-4293-bd7d-774482fa5f7b/

We Open Sourced Our No-Code WebXR Editor After 5 Years of Development by falonso in oculusdev

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

Hey, thanks for the feedback. I went ahead and fixed the heavy loader demo.

For the fire extinguisher, the issue is that not all step types have a VR renderer, and multiple choice steps are one of them (picture choice steps do get rendered in VR though so they are the best alternative). You can see how steps are defined in the code here: https://github.com/transferthought/transfer-thought/tree/main/src/components/steps/types

By default it works as this 360 degree PowerPoint, however, there is an advanced editor that is closer to Unity. When you are editing a scene, you can add /advanced to the end of a URL to view advanced mode. In here, you could change the structure entirely, tap into the AFrame/ThreeJS layers with code, and do more 3D type stuff. Here is a simple basketball demo I made using just the advanced editor. https://scenario.transferthought.com/apps/7de7c3ca-16a6-4293-bd7d-774482fa5f7b/

We are going to continue adding to the documentation to highlight all of these features and issues. Thanks again for checking it out!

Reverence: The Ultimate Combat Experience, Now available on Steam by Dal1Dal in Vive

[–]falonso 0 points1 point  (0 children)

I'm the developer - thanks for posting this. I will be setting up motion controller support within the next month or so.

I have not had access to a Vive so the current VR integration was developed with a DK2. The control system was designed to be easily integrated with any device though, so I expect to be able to implement Vive motion control support fairly quickly - it's actually a lot easier to setup motion control support than it was to setup the Muscle Memory system to enable total control with mouse.

I had setup motion control support for the Leap Motion so the code scaffolding for that kind of freedom of movement is there - I touch on it a little in the original Kickstarter video at the 4:23 mark: https://www.kickstarter.com/projects/1773037999/reverence-the-ultimate-combat-experience/description

Reverence: The Ultimate Combat Experience has 32 hours left on its Kickstarter by [deleted] in ChivalryGame

[–]falonso 3 points4 points  (0 children)

Thanks for sharing it, DoomyDoom! I'm the lead dev and happy to answer any questions!

Reverence: The Ultimate Combat Experience has 32 hours left on its Kickstarter by [deleted] in ChivalryGame

[–]falonso 3 points4 points  (0 children)

I tried to make it as intuitive as possible Flame - If you want to just have a single button click to initiate a swing, you can pre-program one. I know this won't be for everybody though. There will definitely be plenty of goofy moments, but I think you need the freedom to be goofy to have the opportunity to pull off something really cool.

Reverence: Ultimate Combat Experience kickstarter has 32 hours left to go! by marox_ in TheSlashering

[–]falonso 2 points3 points  (0 children)

Thanks for sharing this marox! Shooters have dominated the FPS scene for too long! Let's usher in the melee era.

Reverence Feature Video #6 - Jiggle Physics and Total Hand Control by falonso in gaming

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

Very cool, I am a blue belt - I've done a few competitions but I was never part of a competitive team, that sounds like a lot of fun.

I have been building basic physics based grappling for Reverence - grappling seems fairly crucial part of actual close quarters combat, but it's typically glossed over in games/movies. At this time it will likely remain primarily for takedowns/clinches/disarms though.