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.
A copy of the slides has been made available using Google Slides: David Wyand’s Toronto UE4 Presentation Enjoy!
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.
Oculus sent us some nice goodies, including an Oculus Go and Rift, as part of their Start program. They had also requested that everyone send in their unboxing videos once the package was received. Well, rather than doing a plain, ordinary unboxing video I did in VR within our The Field game environment (our WW2 VR FPS). Enjoy!
Amazingly, both Hugo Barra, and Jason Rubin, (both at Oculus) tweeted about my video. What a day!
Today we released a second look at our new game, The Field. The Field (may not be the final name) is a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles. In this video, we head out to the Greenwood Range to test out some of the American rifles and talk about some of the available kits. An important safety lesson is presented following the credits.
This video was posted to /r/oculus and it looks like once again the game is holding the top position on the subreddit. Woohoo! It is great to see so many people as excited for a BF1942-like game in VR as we are.
The March issue of Canadian Healthcare Technology contains an article about the work myself, and Quantum Capture, did with two doctors at Toronto’s Sunnybrook and SickKids hospitals. The project was a VR experience to help test and train doctors on performing a fibreoptic bronchoscope intubation on a patient in the trauma centre.
For more info, I wrote a short article about this work back in December 2016, when Bloomburg TV Canada filmed a segment at the Quantum Capture offices. Go to this article here.
Today we released a first look at our new game, The Field. The Field (may not be the final name) is a WW2 VR FPS inspired by Battlefield 1942. This means flag captures, soldiers in varying kits, and vehicles. In this video, we go through driving a jeep between the hedgerows of Normandy, and the taking of a base.
This video was posted to /r/oculus where it spent the entire day in the number one spot. It was great to see that so many people are as interested in BF1942 in VR as we are. More videos are coming as progress continues to be made.
You can now watch the aurora borealis LIVE as viewed from Yellowknife, Canada, using your browser and any VR headset. Thanks to AuroraMax, and using the power of AFrame and WebVR, you too can stand under the stars and see the aurora in real-time as if you were there. The same view is also available if you don’t own a VR headset.
AuroraVR is available from Gnometech here:
- Desktop browser (not in VR)
Click and drag to move camera. Click with reticle to use buttons.
- Mobile browser (Cardboard or other without hand controls)
Gaze controls to activate buttons
- GearVR with Oculus browser
Use either gaze, or the GearVR hand controller
- Rift or Vive
Use Firefox 56 or higher.
- Windows MR
Use Microsoft Edge (untested)
In addition to a live view of the aurora, you may also watch a video of the last night’s light show. This can be handy if you’re attempting to view during daylight hours, or if Yellowknife happens to be clouded over.
Added a new page to the site that more fully goes over the experience: http://www.gnometech.com/webvrsection/aurora-viewer/
For some time now, I’ve been helping the guys at Quantum Capture build out a virtual human toolkit for UnrealEngine 4. This includes head and eye movement, facial emotion display, and lip syncing based on audio clips. The latest demonstration of this tech is collaboration between Quantum Capture and Emteq.
Emteq produces a number of devices that allow for the wearer’s facial muscles to be tracked and used in a variety of applications, such as healthcare and entertainment. At this time their hardware is in the prototype stage, but it is great to see them procedurally drive one of Quantum Capture’s virtual humans (in the above image it is Alyssa) through the tech I worked on.
At AWE Europe 2017, Emteq formally announced the collaboration with Quantum Capture, and publicly showed off their tech. You can see their full demonstration video below.
The guys at Quantum Capture turned AWE co-founder and CEO, Ori Inbar, into a virtual human. We then put him into a number of situations depending on if the demoing player puts an Oculus Rift or a Microsoft Hololens on his head. In the house pictured above, when you put on the Hololens, Ori is surrounded by fish as part of a simulated, augmented reality environment.
That’s right, we put AR inside VR. That’s how we roll.