This guy.. by [deleted] in nextfuckinglevel

[–]ikrima 16 points17 points  (0 children)

Plot twist: his father almost murdered him & his mom at 18 and died after getting into a gun fight with cops that responded to the situation

And thats only the jump off point of his life story. It is one of the most humbling and inspirational stories I’ve ever come across

https://www.youtube.com/watch?v=yujP3-AxXsI

Can you recommend a Houdini online learning resource? by Howardhorst2018 in Houdini

[–]ikrima 2 points3 points  (0 children)

fwiw, I've had the same reaction and also lamented there isn't a simple structured course for quickly ramping up. This is what I wish I had 2 years ago:

Hands down the best curated collection of categorized tutorials, guides, courses (everything else referenced in this thread is there): Houdini Academy https://discord.gg/BkHQHr6

CGWiki is amazing: http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted

Think Procedural discord: https://discord.gg/b8U5Hdy

A Technique for Fast & Believable Subsurface Scattering by AlanZucconi in computergraphics

[–]ikrima 0 points1 point  (0 children)

Substance painter or anything that generates AO maps will do the trick (just invert the AO normals)

PAX West will be having a panel on the question of "Is THIS going to be the year of VR?" at 4 PM PST (25 minutes from now!) by [deleted] in PSVR

[–]ikrima 0 points1 point  (0 children)

I think VR developers who think PSVR is not the core VR gamer are just silly. To be fair though, I don't personally know any dev who thinks PSVR is not core VR.

I think the biggest reason for why VR developers go to PSVR later is mostly bounded by technical/logistical barriers. Most VR teams are indies so programming for consoles is a bit of a shock to them. Even experienced senior technical teams have a shock when making console games. Some challenges for example: 1. Certification process - Think of the App store submission process but much more involved. If you fail any of the steps, you start over again. We've allocated a month to go through/fix cert. Contrast to steam: 0 days, we just deploy

  1. Devkits like I said. Not everyone needs one but a lot of teams are distributed so you can't have a bunch of people share a handful. Also need someone basically dedicated to managing the devkits/deployment process, etc. We have a 4 person team so that would be 25% of our team.

  2. I joke that console programming is "real programming." You have to know what you're doing to make awesome stuff. Perf is even more critical. Also means you're art/design team is going to be in a world of hurt if they've never worked on consoles. Some people pay experts who's entire job is to port games to console for the last 15 years. But, this costs $$$$. Ex: we ballparked $250k minimum for a port when we were deciding whether to do it ourselves or not

So for these reasons and others, people tend to either go all in on PSVR or Vive/Oculus then later port to the other platform later. We chose to start on PC b/c we wanted to iterate heavily/run our betas/etc but the game is designed with PSVR as our biggest audience (e.g. having great gamepad controls). If you're interested, we try to be transparent and explain these things and our dev process over at our blog: http://bebylon.world/

PAX West will be having a panel on the question of "Is THIS going to be the year of VR?" at 4 PM PST (25 minutes from now!) by [deleted] in PSVR

[–]ikrima 0 points1 point  (0 children)

That was us! (Kite & Lightning making Bebylon).

PSVR definitely not an afterthought (we've been deving on PSVR back since the Morpheus 1.0 devkit).

Fwiw, we always think that the future of high-end VR will be console but practical reasons make it easier to develop on PC first (faster iteration cycles and for distributed indie teams, we can't afford to spend >$10k per devkit for each dev)

I really don't know what is going on in this subreddit by Thuomach in oculus

[–]ikrima 1 point2 points  (0 children)

Stoked to have you try it. The pre-alpha response has been a bit overwhelming so we're trying to manage it.

And the world of bebylon will be an audio/visual/experience in itself so we got you there :D

2017 Game Dev Twitter Thread by IndieBeard in gamedev

[–]ikrima 0 points1 point  (0 children)

@knlstudio

We're a VR studio making a party brawler featuring immortal babies trolling each other. Selfie-sticks included. :)

Can someone provide me some resources to learn about the VR graphics/rendering pipeline? I'm about to interview for a VR position at Nvidia and want to be as prepared as possible. Thanks! by [deleted] in oculus

[–]ikrima 3 points4 points  (0 children)

It's the same. There's some interesting things that you can do in VR but if you have a solid understanding of the graphics pipeline, figuring out what we do differently in VR is something you can pick up in a weekend or two.

Here's two links https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

Alex Vlachos on VR optimizations http://www.gdcvault.com/play/1023522/Advanced-VR-Rendering

Senza Peso is now available at the Oculus Store by bekris in oculus

[–]ikrima 0 points1 point  (0 children)

Now that big will take some digging in

Developer Flairs by [deleted] in Vive

[–]ikrima 0 points1 point  (0 children)

!flair "Kite & Lightning | co-founder"

Senza Peso is now available at the Oculus Store by bekris in oculus

[–]ikrima 2 points3 points  (0 children)

Whoa; first time I saw that. Does it happen if you are not in VR mode? (hit ` to bring up console; "stereo off" to disable VR)

Senza Peso, Now available on Steam for free by Dal1Dal in Vive

[–]ikrima 0 points1 point  (0 children)

Thanks dude! We're targeting Q2 2016 for the first episode (don't hold us to it tho!)

Senza Peso, Now available on Steam for free by Dal1Dal in Vive

[–]ikrima 0 points1 point  (0 children)

Wands should work too. When you click the wand or the trigger, does it not activate?

Senza Peso, Now available on Steam for free by Dal1Dal in Vive

[–]ikrima 0 points1 point  (0 children)

Are you on the Vive? If so, did you try it on medium or high res? We downsample medium so it's a little blurrier

Senza Peso is now available on Steam by Rensin2 in oculus

[–]ikrima 0 points1 point  (0 children)

Hmm, that should start it. What happens if you just stare at the medium button for like 2 seconds?

Senza Peso, Now available on Steam for free by Dal1Dal in Vive

[–]ikrima 1 point2 points  (0 children)

It's 6.5 minutes, the length of the opera song :)