On September 29, David Wyand gave a presentation during the Unreal Engine Toronto Meetup #14 talking about work he has done on the game The Field. The meetup was recorded and his presentation is the first one.
Today we released a sixth look at our new game, The Field, a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles.
In this update, we head to the bomb range portion of the Greenwood Ranges to test out American explosives and anti-tank weapons.
Today we released a fifth look at our new game, The Field, a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles.
In this update, we head back to Greenwood range to try out some German hand weapons.
Today we released a fourth look at our new game, The Field, a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles.
This time around, I’m doing my best Tom Hanks impression while testing out the Oculus lip sync library on our game’s characters. This involves taking the visemes that the lip sync library provides, and mapping them to a texture index to animate the mouth.
For those that aren’t familiar with the context, this is based on a Woody (Toy Story) character test using a Tom Hanks’ line from “Turner and Hooch”. See here: https://www.youtube.com/watch?v=wJbw7ySYvQo 🙂
Back on June 12, we released a unique Oculus Start unboxing video done completely in VR. Today, Oculus has included the video as part of their Oculus Start: One-Year Anniversary! blog. Here is an image from their blog:
If you’d like to read the rest of the Oculus Dev blog, you may find it here:
Last night, David Wyand gave a presentation to the Toronto VR community about his approach to building a character’s locomotion art and IK for our multiplayer VR FPS, The Field. This talk was similar to the one he gave to the Toronto UE4 community back in September.
Last night, David Wyand gave a presentation to the Toronto UE4 community about his approach to building a character’s locomotion art and IK for our multiplayer VR FPS, The Field. He talked about driving a game character’s full body give only head and hands input, while the character walks, runs, climbs, crouches, and uh prones (?) along. And to do all this with minimal network traffic. The provided solution is based on art, Blueprints, and code.
Today we released a third look at our new game, The Field, a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles. In this video, we head to the Highlands Obstacle Course to take a look how other players look and move. Run, crouch, belly to the ground, climb, and hand-over-hand. We’ve got it all.