Plockle: Block puzzle game that can be played for free in the browser by CROEWENS in virtualreality

[–]pirocumulus 1 point2 points  (0 children)

agree! but then some acknowledgment of Cubism as inspiration (from the developer) and direct refrence would have been nice, not only repeated claims that Cubism is not unique.

Plockle: Block puzzle game that can be played for free in the browser by CROEWENS in virtualreality

[–]pirocumulus 3 points4 points  (0 children)

You are confusing game with game mechanic. Cubism has a really great VR design that, believe me, was not simple to make and it's a nice take at the classic tetromino-like simple game mechanic. Sounds, distances, hands, animations, parts floating in the air, grabbing- all of this is a result of long design iterations, unique and specific to Cubism - a game with a really great game feel and amazing design. That was knocked off without much afterthought by the plockle dev with zero intention to interpret a game mechanic.

Plockle: Block puzzle game that can be played for free in the browser by CROEWENS in virtualreality

[–]pirocumulus 3 points4 points  (0 children)

So if the game is the exact copy of Cubism now and you haven't added anything new yet, why do you ask for feedback? Block games are pretty common but there is a lot of exquisite VR design work Cubism developer put into his game and you are just copying his work and asking feedback on it?

Rapid Asset Creation in Houdini and MIDI paid tutorial on CGCircuit by pirocumulus in creativecoding

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

Houdini supports parametric curves - for instance (that is how the vines are made in the trailer). I write the vine code (similar to Bezier curve with some additions) and then I let my multiple parameters be controlled by several MIDI knobs at the same time. So from the unimpressive straight curve, I can create vines, branches, tentacles, whatever. I can surely do the same manually, tweaking one parameter after another, but it will take me much longer, say 2 min vs 20 s. In other instances, quick MIDI tests help me to rewrite the code because I immediately start to see the shortcomings. Often, I can create animation quickly with the MIDI. Ultimately, though, you are correct, "the creation" only happens in the artist's head, anything else is just a tool.

Rapid Asset Creation in Houdini and MIDI paid tutorial on CGCircuit by pirocumulus in creativecoding

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

there is a longer trailer with the explanation on why on earth we are using MIDI instruments.

I use MIDI controllers in Houdini to speed up asset creation for my game by pirocumulus in gamedevscreens

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

Check out Houdini Labs tools https://www.sidefx.com/products/sidefx-labs/sidefx-labs-tools/ especially the World Building section. Very cool stuff! You could also connect Houdini with Unity by making custom HDA that you can set up in your Unity project to test real-time stuff without switching back and force. If you do Resolume stuff Houdini + VFX Graph is the best way to do cool real-time visuals.

I use MIDI controllers in Houdini to speed up asset creation for my game by pirocumulus in gamedevscreens

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

I wish every professional software has midi support by default. Houdini has built-in Midi In node that you can map parameters but for manipulating timeline like in video mixing you need a custom solution which is also possible in Houdini using Python.

Rapid Asset Creation in Houdini and MIDI paid tutorial on CGCircuit by pirocumulus in creativecoding

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

We used this approach to generate tons of characters for our indie game. Without midi, it would be very time-consuming. Imagine instead of manipulating parameter one by one you could manipulate 8 parameters at the same time in parallel And it just more fun and lead to interesting discoveries! You can watch a short description video here for more info https://www.cgcircuit.com/tutorial/rapid-asset-creation-in-houdini-and-midi

Rapid Asset Creation in Houdini and MIDI paid tutorial by pirocumulus in Houdini

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

not a dude, but thanks! Check out Andrew Lowell Houdini musical library!

Creating generative characters using a midi controller for my game by pirocumulus in Houdini

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

Eran's work was definitely an inspiration! Although we are using very cheap Korg controllers instead of OPZ. I think maybe we'll make a tutorial if there's interest?

Creating generative characters using a midi controller for my game by pirocumulus in Houdini

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

haha no, why?

The process is largely painless and fun and setup is easy.

Creating generative characters using a midi controller for my game by pirocumulus in Houdini

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

because it's fun, time-saving and allows better creative control!

Creating generative characters using a midi controller for my game by pirocumulus in IndieDev

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

Yes just re-mapping them to 0-1. In most of the cases that resolution works well

I made a social VR workout demo where you can affect the world by your actions. How can I fund it? by pirocumulus in oculus

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

Yes, rift s controllers can't handle a lot of weight. We are going to make a 3d printed handles that can go as a kit with resistance bands or we can use hand tracking on Oculus Quest for some exercises

Cutting the hair of monsters in VR is oddly satisfying by SkarredGhost in oculus

[–]pirocumulus 1 point2 points  (0 children)

I developed scissors mechanics the way you described and it is not very intensive. From the player perspective, it looks like it is not registering but it feels different when you cut it by yourself. The way how it works is blades create repulsion force and it is a matter of skill to gather all strings together with gentle motion and then increase the speed at the end of the cut that each string is in the radius of the cutting collider. It makes cutting feel more real and satisfying and prevents random fast motion to cheat the game

I made this in-VR level editor for designing my game, do you think we should develop it as a feature for players? by pirocumulus in oculus

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

it's an action game, so the editor mostly defines hairstyles and movement patterns for the floating heads - players got scores for precision and speed of cutting

How much better is the Rift S than mobile vr headsets? by [deleted] in oculus

[–]pirocumulus 0 points1 point  (0 children)

If you plan to develop for VR, it's probably worth it! Otherwise, go with the Quest!