Wednesday, May 31, 2017

Personal Programming Project

Today marks the starting point of my next project that I will be making for the Programming 3 course.  I will be creating an object that you can interact with in the Zelda room I programmed for last semester.  My group is making the room into an escape room with several Zelda themed puzzles.  To take this project even further, I am creating an ocarina controller with a raspberry pi that will connect to the computer using Bluetooth.  We will also use a Vive tracker puck to have the item be visible in VR and out.


My presentation for the proposal went very well and I was funded for my project.

Here is the supplies I will be using and the links to them:

Raspberry pi 0: $9.95
https://www.buyapi.ca/product/raspberry-pi-zero-w/
Infared sensor: $1.76 for 1
http://www.robotshop.com/en/reflective-ir-sensor-470-10k-resistors.html?gclid=Cj0KEQjw0v_IBRCEzKHK0KiCrKMBEiQA3--1Nv_4n3EF6ErJaT_wCBipAlHLkpwnfNWwNSKAXrhzMh0aAsXk8P8HAQ
6 buttons from N64 controller
Tactile button pack X20: $2.50
Pin heads: $0.95
https://www.adafruit.com/product/366
Battery pack 5 volt: $14.95
https://www.adafruit.com/product/1959
Vive tracker puck - $115


The first step will be to solder the buttons on and begin programming the pi.  All of the pieces will be going inside of a 3D printed ocarina case.  Stick to this blog because part of the project requirements is that I am frequently updating my blog about my progress,  
Lots of cool things to come.

Featured on the news

One of my projects, A heart of tin, was recently featured on the local news.  My project lead, Hannah Pogue, and I were interviewed and got to show the game to the reporters.  This was the first time I've ever been on the news so it was really cool.  Nice to have a project I have worked really hard on get some recognition.  Here is the link to the story.

http://www.fox35orlando.com/news/mobile-app-news-feed/256579179-story

Lots of cool things to come

Saturday, May 6, 2017

Half Done

Well, I am now halfway through my career at The Florida Interactive Entertainment Academy.  Time seems to really fly by here.  I've had a great opportunity working with all of the talented people here.  I have so many great projects to show for it and have overcome challenges I never thought I'd face.  This semester, I created a game to help families deal with depression for a class called gamelab.  This game was made for the HTC Vive and had some high quality art in it.  Video below:

Another project I had a lot of fun creating was Excommunicated.  This was a project for our project named The Gauntlet.  We had to design and create a game in 6 weeks.  However, some teams, including my own, were only as big as 2 people.  I had a lot of fun working with my friend and colleague Jerrick Flores to design a multiplayer experience in VR.  Nobody in the cohort had done this before, so it was an uphill battle learning networking with 2 Vives.  In the end, we pulled it off and had a great game to show for it.  Here is a video of that.

I also got to finish a side project that I had to scrape together in my limited free time.  This project was my own personal take on ILMX Lab's Trials On Tatooine.  Grudge Of The Mandalorian is a Star Wars Experience.  I was completely in charge of this project and ran a team of 10 artists to deliver this project to be as authentic as possible.  I learned so much about the unreal engine in this project and I even edited UE4 source code to remove those pesky black bars that Unreal renders VR games with.  Here is a video:



Anyway, looks like I'll be in the market for a job this semester.  So the great search now begins.  I'll also be working on my VR capstone "The Draft".  
More cool stuff to come!

Tuesday, May 2, 2017

Zelda

So yesterday, one of the artists in the cohort asked me to put some intractability into the Zelda VR scene he made for his final.  This was a nice change of pace since I had just finished working on my finals.  This was quick, easy, and fun.  I was only asked to make items able to be picked up.  Instead, I added a little more.  Bombs that you pick up will light their fuses and will not explode until you throw them similar to Zelda.  I also added sound functionality to rupees when you pick them up.  I made the sword and shield snap to the hand position that Link would normally hold them in game.  I also made Navi in the scene shout phrases from the game if the player looks at her.  Lastly, I made pots destructible because you can't have a Zelda game without smashing some pots.
Anyway, gotta get footage from my other projects to update this site.
More cool things to come!

Wednesday, March 29, 2017

Unreal Source Code

So today I have dug into Unreal source code.  I discovered that there was a way to remove the black bars that from the screen when someone is playing a VR game that is made in Unreal.
link: https://answers.unrealengine.com/questions/550651/vr-previewmirror-mode-has-black-leftright-bars.html
Following this link, will take you to the location that I discovered my answer.
This was a success.  The new packages I have exported from my version of the engine no longer have those black bars.  Hopefully unreal responds to this support ticket soon.  I think this is a feature that every dev for VR needs.  When you want to show off VR to a group of people, only one can see the whole picture.  I do understand that this may impact the performance of the computer though.  However, it should be an option for demo purposes.

This was a cool little experiment since I have never built unreal from source nor edited the code.

More cool stuff to come!

Wednesday, March 8, 2017

GDC 2017

Last week I took my first trip to San Francisco for my first ever GDC.  It was an amazing experience.  I was able to chat with so many fellow devs from companies that I love.  One of my favorite interactions was with the people from audio kinetic who helped point me in the right direction of some audio issues I've been trying to tackle.  There was so much VR stuff to look at.  I got to finally try Playstation VR and check out Robo Recall with the Oculus touch.

Ultimately, I was a little let down with the tracking of the Oculus touch.  I ducked several times in game and found that the headset lost track of my hands multiple times which overall affected my speed and score.  It was a little frustrating and a little behind where the HTC Vive is in terms of tracking.  Perhaps it was due to how many trackers there were in the room I was in?

The Playstation VR was great as well.  I got to try a different flavor of VR experience I don't normally see.  I played a game that was sims-esque which I cannot seem to remember the name of.  Anyway, it was a very fun experience bar needing to pick up individual resources when there was an abundance of them.  Lots of great reference material for future VR designs.

I rounded off my trip with a tour of Lucasfilm.  It was an incredible tour and experience with a look at ILMX Labs.  Very exciting stuff although, I'm not allowed to talk about what all I saw.  Happy to get back to FIEA and get back to my current projects whihc both happen to be VR.  One new project on the horizon and I'm very excited about it.  I'll be sure to talk about it in future posts.

Lots of cool things to come!

Wednesday, February 1, 2017

Slicing Meshes in Unreal



Hey there!  So, for my last Tech Design assignment, I wanted to cut something in half.  For this assignment, we were supposed to create an experience using Blueprints.  We were then supposed to provide 5 enhancements.  Wanting to cut something, I figured I would try to recreate aspects of the plasma cutter from one of my favorite games, Dead Space.  There is a very deep emphasis on dismemberment using weapons in that game.  First, I looked into getting the aim sight look with the laser beam correct first.  What I did, was take a material and attach it to a particle I created.  I then would raycast from the gun and set the particle start point to the gun and the end wherever the ray is colliding.  As you can see, this works in the above gif when only one of the lasers is not colliding with the shelf.  Here are the blueprints of the laser below.  Note, it takes an input, so I am not reusing this code three times.

Now, onto the really interesting challenge.  In the unreal engine, there is a component called a Procedural Mesh.  In order to slice a static mesh, this must be a child component of that actor.  One important thing to remember with this component, is to have it not use complex as Simple Collision in it's options.  This prevents the whole thing from working.  Next, make sure that the parent is not doing any of the collision since we are having the procedural animation take the hit and split the parent into what is two separate meshes.  Next, if you want to continue slicing those meshes, one needs to make the constructor of these newly spawned meshes to have a procedural mesh and to be spawned with collision enabled.  Next, what I do, is make a collision trigger this slice.  I fire a bullet out of the gun, so when the component begins overlap with this bullet, it will call the slice method on the procedural mesh  which will spawn the new mesh after preforming the slice on the old mesh.  This slice can be seen below in the gif.

Another fun thing I did here, is I made these boxes the enemies in the game.  Once a box has been sliced twice, it kills this enemy and makes it inactive on the board.  If the player comes in contact with one of these and the enemy is still active, it will kill the player.  However, making these boxes enemies posed a new challenge.  Once the I attached the procedural mesh as a child component to a static mesh, which was a child component of a character actor, this no longer worked.  I wanted so badly for the enemies to have AI and to chase the player when they got close.  So, in order to work around this, I realized through debugging, that the collisions were not triggering correctly.  I got collision working, but even though slice function was being called, the box remained in one piece.  I eventually came up with a solution to make the character class it's own actor and then I made a sliceable mesh actor a child of the character actor.  This made the parent move the slicable box when the AI chased the player.  It took a very long time to discover this and I would like to continue researching this in the future.  I would like to eventually dismember character AI with more complex models than cubes.  The slice blueprint is below.



This was a very cool project where I got to flex my muscles as a coder to achieve some designs that interested me.  Also, I got to code in C++ and have those classes communicate with blueprints in unreal to keep track of my ammo which is seen on a widget at the bottom of the screen in the gifs above.  I also got to integrate Wwise into this project for some dynamic audio with the enemy chase moments.  Wwise is such a cool program to work with.  This project was a ton of fun to pull off and show to my peers.  That's all for today.  Thanks for reading!  More cool things to come!