#virtual-reality
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hey folk. anyone test out 4.20's Mixed Reality stuff?
also lol @granite jacinth "I like the word "buggy". Any code not buggy isn't real code."
Good luck on the release, btw.
@granite jacinth will there be a demo?
There already is a demo @mighty carbon
free demo @glossy agate ?
I thought it was early access or something like that
in AMA #3 says "Game to have the full single player campaign completed (it's not)". I assume it's talking about EA, right ?
Yeah there is a demo, and beta demo you can play right now
EA is releasing tomorrow
Oh, I just saw that it's not going to Oculus Store any time soon 😦
aye, I'll give demo a spin, but I would rather get EA (if I find the game to be my sort of game) on Oculus Home
does home even do ea?
ah they do
regardless steam does all hardware
it makes sense to focus early EA on it
Basically
And I guess people are mad cause they would have to buy the game on both platforms
Overall, I think my AMA plan worked out @wicked oak , lots of new faces jumped on Discord/Steam and on the AMAs obviously. Lots of interest
We'll see how well that translates into sales numbers this weekend
I am failing to see how launching on Oculus Home would be a bad idea.. It's easier than launching on Steam.
they plan to
just easier to focus on one platform to start
might as well make that the one that all headsets can use
Mucking around with VR development, quick question about scaling assets etc. Do you leave the assets full size, eg a character is 1.5m tall or so, and pull the HMD camera back away from them, or would you scale the character down a heap, to say 10.5cm and bring the HMD camera in closer (if seated position)
Say for a platformer as an example, not a first person view.
I found leaving them full size and pulling the camera back, its far enough away that they appear blurry
@random river the WorldToMeters setting alters your perceived scale
oh wow, no idea that existed, thanks!
And MP would be an issue cross platform with just steam sub system
So it would split the player base
well, I'd only get it for SP
for me to try MP it has to be like Westworld - playing SP online and meeting MP users on my time
(which would require for game server to run persistent world, to a point)
@granite jacinth did you add analytics or similar to the game?
even if GDPR fucks with it 😦
@wicked oak I'ma see if I can't squeeze it in
only for USA toh
for euro there is no way to avoid gdpr
you need to ask permission
and if you ask permission
everyone says no
becouse they are ignorant
@mighty carbon think you meant @sturdy coral
nah, I meant Victor - I asked him something in PM early in the morning, but didn't hear back
How to build lighting for ar.. Even though I build in class blueprint.. When spawning there is no lighting
https://twitter.com/victorburgosG3/status/1012695359150284800
Retweets would be greatly appreciated!
OMG... #ContagionOutbreak is finally releasing today!!! Almost a year's worth of work with an awesome team! Created in @UnrealEngine it's a #SurvivalHorror #VirtualReality #Indie #game ! https://t.co/5lmZqsy5ZL
@steam_games @htcvive @oculus @OculusRift @Oculus_Dev @window...
@mighty carbon huh?
Yeah, because I am super bust
busy
aye
Who PMs people with that kind of stuff on their release day?
lol
@granite jacinth ping me when you put reddit threads so i upvote
@granite jacinth Congratulations! 👍
w00t w00t, thanks!
@granite jacinth you clicked the green button already?
congrats @granite jacinth !
yeah, if anyone wants to play some PvP, let me know
@granite jacinth congrats, hope the launch goes well. there is definitely a lot of interest
@wicked oak ya, pushed and then waited 😭
@mighty carbon thanks
@sturdy coral Thanks! Yeah, there seems to be. There's a lot of pressure now to meet "everyone's" expectations
@granite jacinth for a few days, you will be reading the forums non-stop and hotfixing stuff
becouse you have bugs
I think @full junco barely slept for days after his launch 😃
happened to me on the ps4 launch
i had some really bad bugs on day 1
that i couldnt find
so i had to hotpatch them using the ps4 "review-less hotfix" path
Demoing our game at Dreamhack helped A LOT finding bugs and seeing in person how people were breaking it. Found a bug there I had been struggling to repro for like 2 months
I guess it's just modern era... When I launched Steel Storm, I slept just fine.. The pressure was there of course, but we didn't stay up all night fixing bugs.
@mighty carbon in this days, having a good first day is what makes you succesful
becouse that way steam algorithms put you up
hmm
Hey, this might seem pretty noob but, how do I go into VR when "Launching" the game? I read that there are some console commands, but they don't seem to be working for me.
@languid night vr.benablehmd 1
then vr.benablestereo 1
and if you do it on first frame oculus used to crash, I'm not sure if it does any more
you could also just turn on bstartinvr in your project settings
Thanks!
Santa Cruz just came in recently and I'm still waiting in line to test it out at the company, question is has anyone had any kind of experience with Santa Cruz and Unreal yet ?
@shell karma lucky bastard
haven't even touched it yet ;p
first of all thats NDA-d as fuck
so you probably cant talk about it here
i would be using the Oculus engine branch
as that has the absolute latest sdk features
yeah that would be the first guess
Damn. You are lucky
The first good rest I have had in probably a month
12 hours sleep. Practically in a coma
@granite jacinth welcome to the land of the living
@shell karma well, if you can, please let us know if the controllers that came with SC are the new ones (like Touch) or still the old ones. Also wondering about tracking FOV (e.g. if playing archery games almost as comfortable as with Rift) and if it tracks ok in the dark (not pitch black dark, but dark room with monitor on or TV on or dim indoor lighting) 😊
@granite jacinth I read some thumb down reviews on your game last night and gee, people come with incredibly high expectations even for EA titles 😦 I remember there was some level of entitlement back on 2011, but not as bad as nowadays :/
Not worried about it. Hopefully I'll have some time to respond to them all. ¯_(ツ)_/¯
They are more than justified.
@mighty carbon thats the common thing
it might be early access, but people expect a solid game if they pay for it
Over 1500 sales first day
probably a huge refund rate. But 1500 sales day 1 is on the highest end
i dont think anyone here has got that many sales on their project
Zombies
@mighty carbon will do, gotta check with the bosses what can or cannot be said in public though :p I’ll give it a look Monday but I won’t have time to actually take it for a dev spin for at least two weeks
aye, np
@granite jacinth zombies are overdone to death
i think its mostly due to good demo and very good marketing launch
Maybe
im taking notes 😛
LMFAO
I'm going to do things a bit different for my own solo-launch title
Learned a lot
what are you going to solo-launch?
Anyone got any resources on making body hitboxes for VR without any extra trackers/devices? I've got a body hitbox setup in my project that requires the player stand still, and I'd love it if I could make the hitbox not break if the player happens to step a small amount in any direction.
@obtuse spruce The easiest way would be to adjust the relative location of your hitbox to follow the offset of the VR Camera.
Or parent it directly to the VR Camera
@sonic lake That was what I did for the first attempt at the hitbox: I attached a completely vertical collision capsule to the HMD, with the HMD being almost all the way up the capsule. This system was fine when the player was standing upright, but was bad when the player was leaning; if you leaned to the side, you could get hit in the space to the side of your body and below your head.
Yes. If you want it to behave more like a "body" then you need to set it up independently from the HMD, unless you compensate its rotations to keep it upright regardless of how the HMD is leaning.
Do you want it to always be under the HMD or what? @obtuse spruce
@sonic lake I don't always want it to be under the HMD; I want it to be an approximation of the player's torso location. A capsule attached to the HMD fails if you tilt your head, for obvious reasons. Locking the capsule's rotation to keep it always vertical solves that problem, but still has the problem where leaning your body results in your hitbox being drawn in the empty space to the side of your body and below your head.
I solved this problem already, but at the cost of forcing the player to stand in-place so I have a second reference point (the first is the HMD) to draw the hitbox between. I'm wondering how one can go about coding a body hitbox that doesn't require the player stand in-place, like what SUPERHOT VR accomplished.
Never played. But they probably just used IK
@obtuse spruce use the physics asset of your pawn mesh for hits, not the capsule
You will have to write leaning logic though. Like for a certain distance offset without locomotion it will lean instead of move to a certain point
@glossy agate Our game doesn't have a pawn mesh, just a hand mesh. We use the hand mesh's physics asset for hand collisions, but this separate system for body collisions.
Well you can always just throw in the default engine sk mesh as owner no see just so you can run the collisions on that. Would be easier probably than guessing with a bunch of box collisions
@obtuse spruce So my understanding is that you are trying to solve a typical room-scale VR problem. You need the collision volume to "follow" the HMD as it moves due to the player moving IRL. If parenting the collision volume to the HMD is not working for you, the next simple solution is to have the collision volume keep up with the HMD movements. As the HMD moves, the collision volume always stays below it like it would be the body of the pawn. You need a setup like this:
Then on Event Tick you adjust the relative position of the CapsuleOrigin to always be under the HMD. You can also adjust the half height of the Capsule to take crouching into account.
The next level of sophistication would be to take into account the roll of the HMD to mimic the user tilting their head laterally but not moving their body. Honestly this would be just an approximation because you don't really know where the player's body is IRL.
@obtuse spruce ^^^ This is an example of collision capsule following the HMD. Note how the capsule shrinks when the player crouches.
in 4.19.2 i started to get this error when i unload a streaming level, anyone know of this?
[2018.07.01-15.51.15:758][555]LogWindows: Error: Assertion failed: (GIsCriticalError || !NumMarks) [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Misc/MemStack.h] [Line: 89]
Is there a tutorial out there to package for Oculus GO?
@languid night The guide published on the Oculus Developers site is pretty comprehensive: https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/
This guide covers everything you need to know to get started developing Unreal
applications for the Oculus Go.
The UE4 documentation has not yet caught up with the Oculus Go, but you can refer to the GearVR section. It is pretty much the same workflow.
Thanks!
Anyone know why a VR character would work in editor but not in a standalone build. Basically the camera shows up at floor level and there are no HMD visuals or control. Just the camera on screen looking straight ahead on the floor. Its set to posses on level start and it works fine in the editor. Any thoughts?
Do you have the “dedicated server” check box on in the play settings?
@stable dove possess through auto possess on placed plawn or some other way?'
rather interesting. Anybody know how many they made of these in the first run?
doesn't take an SD card at all does it? @granite jacinth
might be 1 advantage on the lenovo mirage. Now they just need to get the ergonomics in line with the Go and they will have a chance
I don't think it does, I think they've been talking about adding usb stick support though
would be a little awkward having a big USB stick stucking out of it though
it's FAT formatted like the GearVR too right? So you can't put a single video file over the 4gb file size or did they finally transition over to NTFS or something?
ah, not sure
Can we make loading screen for level transition for VR?
@wanton fog mordentral's vrexpansion exposes a way to change the SteamVR skybox that pops up when loading or stalling
Rift one is broke though
Cause me a major headache this weekend to track down a bug
Go doesn't come with SD card port sadly
https://www.rockpapershotgun.com/2018/07/01/contagion-vr-outbreak/ @granite jacinth
you on motherfucking rock paper shotgun
and a really good feedback at that, awesome 😃
he is already past 115 reviews
Hey All, recently got a Vive Pro. Is everyone using 100 ScreenRes with 1 Pixel density still?
@gleaming river got some clarity problems ?
A little bit, feels clearer than the previous Vive. I was just wondering if people have been upping the pixel density to go with the new Vive
ROFL @wicked oak jellymuch ;) you really want all those reviews?
And the score ?
Actually. TBH. I am so thankful
Weahve been able to turn around roughly 50% of the launch negative reviews to positive over the weekend
yeah, very good damage control
Heh. Yeah, today's the post mortem with the rest of the team... I have a lot to say...
My back is hurt...from all this carrying
i havent seen anything from anyone other than you
the one with all the amas, reddit, forums, streaming.. you
This is NOT the kind of launch I would be striving for if I were anyone on here.
Yeah, it's alright. I am having a lot of fun TBH.
There are going to be a lot of changes with how things work. Hopefully we'll see an overall improvement within the team. If not well, the boot.
We already gave the boot to the sound dev, and there are one or two more "on the line"
Not to say I am at all faultless. I should have put my foot down a lot earlier than I did and really pressed the point about the current state of things and what was still left to do for launch (I started only two months ago)
Obviously, hindsight is 20/20.... But I think I wish I could have been able to see it earlier and forced my gameplay cuts earlier.
how big is the team @granite jacinth ?
from my outside view:
really, really good marketing, for a no-money indie. The multiple staggered AMAS, streaming, and general spamming went really well
plus the high quality demo
absolute disaster of a launch. Probably one of the worst ive seen. Definitely needed more time to polish up a bit
good damage control after that disaster
@shell karma was 7. Now 6. Now I need to find another tech artist actually, someone to help me out with random game systems/gameplay/ anim BPs (hopefully)
thats not really tech artist, but just gameplay coder
Technically we have 2 already that fit the bill. But after the past months, especially the past week... I need someone I can count on.
wish I had time/was working part time, I'd be happy to help
seeing how its gone on PC, the PSVR version would go past 150.000 dollas in sales easy
Nah, I need someone with a mix if possible.
But yeah, more leaning towards coder.
@wicked oak we had over 2k during the weekend
Probably could have been 5k had we not fucked up launch
yup
Lots of people waiting to see what happens.
an issue is the completely huge refund rate you are going to get
later-in-life DWVR was like 30% refund rate
that launch... 50% refund rate at minimum
Hehe
I'm not worried about that TBH
You know how many new reviews went positive over the weekend?
a lot
How many deleted their "refund posts" ?
from 30% positive to near 60% positive
Or reviews redid
Yeah. I am going to get that shit to 75% this fucking week
That's my goal
💪
i still expect a fairly high refund rate honestly. A lot of people just bought, saw thats bugged, and refunded instantly
thats a pretty high crowd
but honestly, i prefer them to refund
that people just refund and say nothing. If they cant refund, they get pissed and go shittalk on forums and the like
thats why im fine with the 30% refund rate on PC
you cant refund stuff on ps4 right ?
really ? I thought sony would curate a lot more
and games arent buged to death due to the QA being a thing
aye
well, ps4 players have lower standards
😅
far lower
they are a much more casual crowd
PC crowd is elitist as fuck
PC VR is even more elitist
yup
PC VR is harder to use, so it selects only the most dedicated people
and dedicated people are elitist as fuck
but this kind of crowd also gives a lot more love
so it makes sense
kinda like a doubled edged sword
see what happened with that air sim a few months ago
the players destroyed the dev's ratings because they added a spyware to their DLC
thats 100% deserved
@mighty carbon as for your question about the santa cruz controllers, sadly I can't say a word about the dev kit
all I can say, it IS impressive
considering rift, go... they've step up their game
so it is basically Go+touch?
untethered 6dof tracking is nuts
better
something in between go and rift in terms of perfomance
but that's it
I'm stressed now
good shit
in between go and rift ?
so in between a mobile chip and a Titan V ?
:p
Rift performance could be anything
im expecting 30 to 100% Extra power compared to the Go
so yeah, higher end mobile, but still mobile
hah it's running a mobile chip pretty much the same as the rest of the 1's. It's all about the thermals really
its just the snapdragon but the higher version 1 right?
i would have thought they have the cameras on a dedicated chip as well
How people be getting Santa Cruz though:(
@granite jacinth contacts
they are tier 2 devs
tier 1: first party/AAA
tier 2: high end external studios, famous-ish
tier 3: well known indies
tier 4: the rest
there is movement around PS5 at the moment, but its only on tier 1, and extremelly NDA-d to hell
Guess I am "the rest "ROFL
i 100% am
PS5 would be sweet, need to get the game onto PS4 fast then
So we can get PS5 kit
Yeah
I have a 360 VR stereo video where I'm trying to use only a fourth of the scene as actual video and the other 3/4 as a static background (to use higher resolutions). My problem is that I don't know how I can combine my stereo material with the setup to combine background + video in a material. Does anybody have a tip here?
are the VR hands somewhere provided in 3d formats? like .max or .fbx?
for example if you want to make a custom animation for them
@nimble junco You can export the skeletal mesh as FBX directly from UE4. It is under Asset Actions --> Export
@nimble junco just export them out and you can mess with them. Just right click on the skeletal mesh and export
One thing to consider is that the trip from UE4 to Blender doesn't always go as expected...
It should work properly if you are using Maya
as for the SC, obviously it's nowhere close to rift in terms of performance, might have put it wrong, what I'm saying is that it's not a GO in terms of visuals and what you can do with it, neither oit's rift, it's something in between when it comes to visual quality you can get
still waiting for an access to their dev fb group
comfortable af, with 6dof tracking
would love to talk more about the hardware spec, but can't and don;t try to bribe meh
hey guys
why does everything seem so big in VR?
is there a templated settings that changes this or what
i have a VR templated project that does seem like the right scale, and i have an empty project that i transfered my own vr stuff to, and now it all seems of scale
off*
@eager pine Your sensors may be messed up, so you may need to reconfigure them. Maybe your VR pawn (or whatever your using to control the camera) may be messed up as well. Or your models are just too big.
How come Oculus GO doesn't like certain models once Ue4 launches into it?
in example...
@languid night using vr expansion plugin, seems like it should be alright in config, objects are real life sized, VR pawn height seems good and settings,
flying around seems like the right scale as well and in first person, not in VR, hmm
imma try editing the configs a bit and see what i can do
@eager pine Does the problem replicate in another project?
@eager pine Also check that your World To Meters setting has not been altered. It should be 100.0
@languid night Usually the problem is with materials (shaders) and not with models (meshes).
@sonic lake So if replace it with the ue4 default material the problem might go away?
@languid night Not 100% clear from your screen shot what the problem could be, but definitely try reverting to a simple (default) material and see if the geometry looks right, then build it from there.
@sonic lake Thank You! Turned out the Oculus Go didn't like that I had those wires together as one mesh.
the world to meters is correct, never altered
its weird as both projects consist of the same tree, only difference is that the VR one was templated then i removed most of it and used the vr expansion plugin, now im using a blank project for the level design wich i just imported everythig into
@eager pine simple test. Attach a controller mesh, taken from the Engine/VR Plugin content, to your MC. Does it look the size of the real controller in your hands?
When you look at it in VR.
If yes, then the rest of your world (meaning meshes and props) has the wrong scale. It may be an import issue. If no, then there is something wrong with the overall VR scaling.
Hello, I think I ran into an issue with the function ProjectWorldLocationToWidgetPosition where it always returns false in VR but works fine when not in VR... has anybody run into this problem and have a solution or workaround?
@forest plover Regular widgets don't work properly in VR. What are you trying to achieve?
A sort of mini map that the player can drag, I'm just trying to get the location from world to widget space. I can't use a 3D model cause it has to be specifically on a 2D plane... @sonic lake
@forest plover 3D widgets can be on planes as well.
I know but I mean it's supposed to be an flat 2d image with buttons and sub menus and stuff that's sort of statically in the world
I'm thinking of doing a sort of makeshift bounds system of the plane if need be...
How are you going to interact with it?
Ok, but then it is not 2D, it is 3D and appears in front of you in the world or on your wrist for example.
UE4 has a native widget interaction component you can use
Has all the logic already built in
Yeah I've been using it
The problem is getting the hit points location and transferring it to 2D vector
Ok. Say your map is on a rectangle and you know the positions of the vertexes in 3D space and you know the intersection point as 3D vector, you can easily project it to 2D.
Like project on to plane?
Exactly. The plane of the map.
Currently had to walk away from my computer so that's why I ask instead of testing g myself :P have to eat
Bon appetit!
But thanks for the help! :D
No problem. I am sure you can figure it out easily.
Yeah just use the forward vector(which is my plane in this case) and get the Y and Z for X and Y should hopefully work!
If it's perfectly vertical yes.
Otherwise you need a bit of projection.
Think rotating the intersection point onto a vertical plane
oh wow apparently they might have fixed that issue with the function in 4.20! When it comes out I will have to try 😄
I'm getting no textures on steamvr render models in packaged games; anyone else see the same with theirs?
works fine in non-packaged
@sturdy coral using the new model loading that Epic added?
they are using an editor only texture creation process
its even commented as such in the source....
one of the bug reports that is unresolved
the colors are still wrong too
@tired tree yeah using the one they added, I may need to move over to yours if it is still available in 4.19
well i use the same functions obviously, I just use a different texture creation method "IE: what literally everyone uses and why didn't epic just do it that way"
the colors being off I have as a confirmed bug....but its just sitting there in queue
its a 1 enum change
is it srgb or something?
bgr
ah
the OpenVR sdk even says to use that
well
sorry, they are using bgr
openVR uses RGB8
has anyone here done AI (not using C++) ? asking for help in #gameplay-ai is like pulling teeth :/
@mighty carbon I've done some really dumb AI stuff. Random points and the like.
I can't seem to get my materials (even though they're just colors) to work in oculus go. In editor, it's textured and everything. Did anyone else here encounter this? These models and materials work fine on the Rift.
@languid night So basically, this is my issue - I am setting a bool, have a service that checks for it, but decorator doesn't break Move To to stop AI from moving: https://www.youtube.com/watch?v=dhgYN2X_bvE
what am I doing wrong ?
@mighty carbon I can't really say. I don't know all this stuff. Sorry.
@languid night are you privewing in mobile quality in the editor?
@pearl tangle No. I'm previewing it regularly.
@pearl tangle I launched it to my Oculus GO.
yep so preview it in the editor in the mobile quality, like what it's going to appear on the GO and then you will see whats wrong
it will likely come up with a problem in the editor
@pearl tangle Alright, will do. Which Preview Level does it use? Does Oculus GO use high end mobile or just mobile/html 5?
high end mobile should be fine i think
any successful case of two-handed rifles implemented in VR?
@native cedar What's your question?
I am asking if anyone knows any successful case of two handed rifles implemented in VR, that would be my question
I have only seen one handed guns so far
I know plenty of them. There is also one in Mordentral's VR Expansion plugin.
great! Would you know any game I can look at when they do some nasty shooting with a two handed gun?
This is my own implementation (just a concept): https://www.youtube.com/watch?v=_84vkZU-QuQ
Blueprint based system to handle a shotgun with one or two hands, with trigger controlled by the back hand and possibility to switch hands. Can teleport whil...
Look up Onward
thank you man, really made my day
You are welcome!
I would like to see a "tilt" system on two handed weapons
like if I tilt both hands the weapon tilts aswell
@native cedar Not sure I follow. The tilt is controlled by the forward hand.
Guyz I'm having a serious problem in my project.
I have a media player in my level and a box static mesh with box collision on it. I have used onverlapping begin node and open source node to play the media player. The problem is its working in simulation but when playing in VR mode, the media player is not starting.
Please help me I have been trying to solve this from 2 days.
Anyone here with a Multiplayer Project on Oculus had issues with the submission cause of the Firewall dialog?
I'm not aware of any way to stop Windows from triggering this.
And Oculus blocks submissions that do that.
(Totally stupid in my eyes)
@neon egret not possible to avoid
its something in the OS itself
the OS is programmed to bring the firewall dialog on every networked program
but i think that if you use oculus sockets and networking it doesnt get firewalled? not sure
@neon egret You using GS for cross-play?
Hey guys !!! I need some help for something that should be quite simple but can't figure out... I have a webcam attached to a VR headset and would like to be able to stream it inside the headset in unreal... So this way you see in VR through the webcam anybody knows how to do that ?
@granite jacinth Na for all backend
@neon egret it is possible to avoid on steam games with an install script that gets a signed firewall entry from Valve, not sure if oculus store has something similar
Alright, will pass that on. Ty!
@pearl tangle THANK YOU SO MUCH!
I think I know now why most of VR folks either make PvP or puzzle games - AI in UE4 is f#cking disaster when using Behavior Trees and it's virtually impossible to find help on the subject (outside of the scope of the AI tutorials, that are all the same and offer only basic scenario outside of which sh#t doesn't work as expected) 😦
@mighty carbon do you know that unreal tools are beyond any other engine for ai
the thing is that good AI is hard
thats a non engine specific thing
behavior trees exist for "simple-ish" AI, like typical enemy AI
so you can create simple behaviors for your enemies without too much effort
if you want something actually impressive, you gotta code it, and thats NOT easy
What I am experiencing is that decorator switches selector in one case and doesn't in another
if you a dev on PSVR please contact me to answer this question, I have a VR character with full body except a head the camera is attached to his head but when i go in VR the camera goes below his feet
no reason for it to work in one place, but not in another place @wicked oak
one can do any AI with BT/BP alone, if BTs work.. I somehow doubt they consistent in UE4
@mighty carbon take tom looman's course he will make you have a deeper understanding in AI, and its advanced
he also teaches you how to do complex Movement with them
having some troubles here figuring how to lock the shoulders more in an IK arm rigg for the player
anyone good with this?
@eager pine same here
oh, damn.. I forgot I purchased his course
ahh really
okay
did you follow the easy ik arm rigging?
@wary onyx
forgot to tag sorry
@eager pine my problem is with is head
okay?
you trying to rigg the head?
show me your prints, i may have a solution for you
we are only rigging the arms, less to think about and not a experience ruiner for our game
his head is fully rigged but the only problem is the camera goes below to his foot
and my character is full body
well i will have to go in psvr
i am gonna ask one of my guys they helped me with rigging
i followed this https://www.youtube.com/watch?v=EKR8ogonD68&t=832s And i have to major problems: 1, the shoulders are moving inn togheter and creating a "cleavage" and just looks disturbing 2. Major late update towards the locations of the hands 3. Armstreching breaks the elbow 4. No easy solution for hands animation any suggestions would be nice
This is the easiest way I found to get yourself a VR body with arm Inverse Kinematic (requires Motion Controllers) and full thumbstick locomotion. This step-...
BUT, i broke up the mannequin, removed everything expect the arms and hands, rerigged and reskinned it properly
Would it be smarter to have two riggs, instead of one, one for the left arm and one for the right arm, then parent them to the hands, and locking the clavicle to a position in the vr character?
If i were to solve all of this, i would prob share the solution as well so its easier for others 😛 Help would be appreciated 😄
@mighty carbon i was the one who made the first article in BTs, and im using them for all my enemies in the dungeon game
they are pretty fine
as long as you understand what they are for
they are for enemies with predictable patterns, basically a hierarchical state machine with the concept of "this after that"
they do not work for more fuzzy AIs, like the AI of a shooter bot that needs to mimic a human, and they are HORRIBLE for any kind of strategy game AI
Creator of the community Virtual Reality (VR) Template for UE4, Mitch McCaffrey, discusses techniques built into Unreal Engine for interpolating the user’s current pose from known information about the player’s location.
this maybe solve some problems idk havent tried yet
@wicked oak https://answers.unrealengine.com/questions/805149/making-jumping-ai-how-to-make-decorator-abort-tree.html << doesn't seem to work for me for this specific case
using behavior trees for movement is your error in the first place
the behavior tree should not have anything to do with movement
thats movement code, same as animation, is a different thing
behavior tree is for "high level" logic
pursue player, attack player, fall back, etc
eeh? Move To is a built in task and it works
I just need to abort it when I need to
also can make Custom Move To task (BP code) and use it the tree
thats what i do myself
i dont use the default move to task
its kind of horrid
so i have my own custom Move To, wich does a couple more complicated things
have you looked at Robo Recall BTs?
weird about the decorator thing
personally, i dont have decorators that abort things in that way, so cant compare it with what im doing right now
last time i did that was like 3 years ago
everything is different now
RR's trees aren't a mess
they just have a decent amount of the core in c++
so its not entirely transferable
as it should be
leave blueprint for timed flows, use C++ for the complex math/algoritms
🙄
i've only used a BT asset in unity
but depending on the node, the initialization and subsequent ticking was sometimes a bit odd
maybe you've run into such a problem?
I am gonna have to go over TL's training materials and see about what he has there
can you step through ue4's BT's?
also going to go over, again, few other recommended tutorials.. The problem is that I did what tutorial said to do and it worked in one place, but didn't work with Move To task
step through as debugging with breakpoints ?
probably.. what's the point though? I see that bool gets set to "true", yet decorator doesn't even care.. until I set to abort on itself.. Then it aborts properly, but I don't know how to reset it back
i have to look into BT's this week, so curious how that will work out 😄
the asset i was using in unity had kind of a clean-up step for each node
similar to an FSM: enter, tick, exit
I kinda like FSM more than I like BTs (especially coming from Quake and Doom 3 modding)
@mighty carbon "emulating" a state machine on behavior tree is trivial
multiple ways of doing so
decorators being one
is state = something? then go
also lets you do the whole interruption part
public BehaveResult InitAttackAction(Tree sender)
{
...
}
public BehaveResult TickAttackAction(Tree sender)
{
if (monsterEntity.hasAttack)
{
return BehaveResult.Running;
}
return BehaveResult.Success;
}
public void ResetAttackAction(Tree sender)
{
customAIPath.StartPathfinding();
}
would be surprised if ue4 wouldn't let you clean up after yourself
well, that interruption by decorator is something I need to investigate more..
@wicked oak i guess you can inherit all of the BT node types in ue4 in c++?
cool
behavior tree is at its best, by far, when its coded with blueprints
due to its event based nature
i have ALL my tasks as blueprints
all of them
but they all call into some AI code in the enemy controller
like "melee attack", or "cast spell" etc
lets take an obvious example
my Skeleton King Boss
this fella
btw he works MP just fine, switches enemy aggro
(opening unreal to take pics)
i'am on the jump to playing some ps4
as you can see here (for both of you), my tasks are all very high level
basically attack states
do hability X, or launch spell, or just attack "normally" wich is the default
are the properties on the selector regular blueprint properties?
yes
the selectors are all normal
except the distance one, wich i made myself
nvm, decorators, sorry
i'd have to call into the ECS
😄
guess that would be wired through the AI controller
I see
@mighty carbon the BT acts as an orchestrator, really. A lot of the "regular" logic is done in the controller and extra components
for example aggro is done in an actual aggro component
that checks line of sight and calculates who to attack
right, but that's how you did it, which is all done in C++, right ?
yes
all that complicated stuff is C++
aggro component is 100% c++ with blueprints events and other added
Is it possible to package and store ue4 games on the Oculus GO?
@wary onyx you can't use standard ui for vr, you have to place ui in world space
@tacit quest okay do you have any tutorial for this?
@wary onyx have a look at that, just a component that can instantiate a UMG widget in world space.
@tacit quest thank you so much! do you have one for huds
@wary onyx UE4 HUDs don't work in VR, you should use the same type of widget component and attach to head, or possibly pass texture from it to compositor overlay
https://discord.gg/2eN9j8f Come help us make this game great! A VR Dayz/h1z1 Survial type game being developed in UE4. Testers wanted! PVP, Full Loot!
@languid night do you need something different from adb install?
@sonic lake No, I figured it all out. Your various forum posts have been very helpful though!
hi, would it be possible to simulate keypress by blueprint?|
I'm trying to create a 3D button that when pressed, it does the same function as "Key Press 9"
Why would you need to simulate that? Just set it up in your input on the same action as 9 is
i did some function's on level bp who use keyboard-keys and now i'm trying to put on 3D button some of them.
@tacit sinew see ShooterGame's player controller
/** used for input simulation from blueprint (for automatic perf tests) */
UFUNCTION(BlueprintCallable, Category="Input")
void SimulateInputKey(FKey Key, bool bPressed = true);```
void AShooterPlayerController::SimulateInputKey(FKey Key, bool bPressed)
{
InputKey(Key, bPressed ? IE_Pressed : IE_Released, 1, false);
}```
but it isn't a good way of going about things
@mighty carbon i have seen the gltf pull request
so with that, multiple animations actually work?
did ue4 add skeletal gltf in 4.20?
well, I can't test since UE4 still doesn't support glTF with anims
afaik
and since whoever wrote Blender glTF exporter care more about WebGL, they made it where you can't just export Actions. You have to set up NLA tracks in order to export anims 🙄 (unless it changed by now)
@wicked oak ^^
thats fine tho
not really.. it's just easier to not mess with NLA Editor at all
Facebook Oculus VR: Online Optical Marker-based Hand Tracking with Deep Labels #siggarph2018
when is it coming !?!?!
Statue of a woman and child made of bronze.
Now contains Extra files for PBR rendering, and packed UE4 and Unity textures.
Blender compatible Qauded FBX
a Quaded .Obj is included as well. - Bronze Statue Woman and Child - Download Free 3D model by TWGVFX (@trevorwgraphics)
includes pbr textures for ue4 figured i'd share it here.
@mighty carbon that sort of hand tracking has been around for quite some time, it's just very expensive to do it. Optitrack make the best available 1's around but you need a bunch of cameras and they are a few grand a piecce
they are using the optitrack cameras in that setup as well
you can go for the more expensive 1's that are like $4500 a piece and just use UV makeup instead of ping pong balls
@pearl tangle but I hope that the cost will be reduced significantly for consumer version, if they even plan on releasing it as consumer solution
not sure that tech will come down significantly in price anytime too soon really. Although optitrack doesn't really have too many competitors around so their price is highly inflated but it's also very impressive, it's what a lot of motion capture studio's use for everything
is it a matter of having awesome cameras ?
they aren't regular cameras. They are IR cameras and the lights around them are very bright IR lights so they illuminate the room and the balls reflect it back. Then it's all time of flight calculations from multiple cameras to triangulate the position of them. The highest 1's they have do that at 1000hz i think, the regular priced sort of 1's do 240 or cheaper is 120
I see
Heyya! any1 knows if the stuttering issue with Oculus that caused by new Nvidia drivers fixed already ?! It's been ages that I kept mine at 388 and don't have the guts to upgrade
@dusky moon I am still on 384.94 on my dev laptop with GTX1070. It is stable with no stuttering. On desktops with GTX 1080 we are using the latest drivers with no stuttering.
@sonic lake ah good... I'll try upgrading. it's hard to keep up with old ones... substance painter lags and some other softwares too
Is there a way to make the HMD camera not inherit it's rotation from the actor it's attached to while still inheriting location?
@dusky moon I am seeing the problem only on laptops. Probably because of GPU overclocking / throttling.
Or do I have to rewrite my actor so the actor itself doesn't actually turn?
@junior grove You can unlock the camera from the HMD and update its position/rotation manually on Tick. In this way though you loose the late updates as well. The other option is that whenever the camera linked to the HMD rotates, on Tick you counter-rotate the VR origin to compensate for that. In this way though you may have some jittering because the camera uses late updates while your compensation doesn't. If you really need it and want it to be precies, the best option would be to modify CameraComponent.cpp and recompile the engine.
This said, limiting head movements in VR is a very bad idea is it can lead to sickness very quickly. Make sure you have a good reason for wanting to do that.
Making a basic tank game prototype, the player is standing inside the turretbasket and the tank can rotate around the player
Right now the player inherits the tanks rotation, having the turret rotate around you feels pretty good, but turning the tank spins the player too and that is at least making me motionsick, figured I'd try with no rotation inheriting at all
Ok, but then you simply parent the VR camera to the turret instead that to the tank body. And if the tank body rotates, you counter rotate the turret to keep it still. Not a tank expert, but I believe this is the way they work anyway so they can keep aiming/firing at a target while moving around.
So whatever the Delta Yaw of the tank, you apply -Delta Yaw to the turret.
That sounds like the exact opposite of what I'm trying to do haha
What you are describing is gun gyrostabilization which is something only modern tanks have
Ok, but also in old tanks the guy handling the weapon sits in the turret and rotates with it, no?
The tank body rotates around him and he has to apply a counter rotation to the turret to keep aiming at the same spot.
Yeah, either the gunner is standing on the floor of the tank, like how it currently works in my "game" or sits/stands in the turret
You have to balance out between realism and triggering sickness. Anyway, out of experience, limiting head rotations will get you sick sooner, believe me.
I think I'm trying to solve an unsolvable problem, since I think I've gotten motionsick in every ground vehicle game I've tried
You are removing a compensation mechanism and thus increasing the oculo-vestibular mismatch which is a the basis of VR sickness.
This is something you can get used to if you keep practicing, but if you are prone to motion sickness it is not easy to get around it.
What you could do maybe is simulating looking through binoculars or similar.
A narrower field of view reduces the triggering of VR sickness.
This technique is used for example in Google Earth VR.
I think placing the player in the turret probably works with different controls
rn you control the tank by pointing the left controller in a direction you want to go and using the trigger, that slowly rotates the tank around and starts moving
but that's a feedback loop if it also moves the camera
You can always compensate the tank rotation by counter rotating the turret automatically.
Try it, maybe it helps.
There is no point in making it too realistic if your players get sick.
Or you do.
@wicked oak How are you narrowing the field of view? Only laterally or also vertically?
a circle
ok, similar to Google Earth VR
Everest VR uses a box instead, mostly for the flying scenes
Gives you a TV screen/cinema effect.
We narrow the field of view laterally on fast rotations.
@full junco https://forums.unrealengine.com/development-discussion/rendering/85035-vulkan-status?p=1497807#post1497807
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Do you know anything about that?
@mighty carbon memeing
eeh, that's retarded. Especially that he put frown emoji instead of a wink
@mighty carbon
he has logged to unreal forums today
the death guy is also a 4 message account
so memeing
I guess.. I flagged his post
why the flag? he is just memeing
because it was retarded post... If it had a wink emoji, I wouldn't even bother.. But RIP with frown face, when a person is alive and well, is pretty stupid and not funny
@sonic lake and @dusky moon i still get stuttering and hitching in 4.19 with 1080ti and latest drivers
according to the bugsubmissions, it hasn't been fixed either
but some people on Fortnite has been reporting issues too, so maybe now Epic games will finally look into it
there's a forum thread here btw: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1457519-4-19-4-20-editor-packaged-games-have-hangs-hiccups-constantly
4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly
@eternal inlet Do they know what the problem is specifically? Im using 4.19 and we test a lot but never have hitching. At least if I know the issue I can avoid doing that to my project in the future
im not sure tbo, i was under the impression that it was a kinda wide spread issue
@glossy agate not sure you tried the most recent version of my demo? i would expect you to see a lot of hitching and stutters
but if you do not, then THAT would be very interresting indeed
Ill check it out tonight and let you know
@glossy agate thx a lot
@eternal inlet I understood your issue was related to level streaming and not specifically related to graphic drivers.
Or?
i think it is, but im not sure... seems to also happen when i just move around inside a level without triggering a new streaming level
Did you try to downgrade the graphic drivers?
I am still using old drivers because of many issues new drivers introduced
it's really hard to diagnose, since everytime i run stat startfile it completely kills performance
Oh yes, that is also a known issue
i didn't try downgrade drivers no, but i also recall when i was on 4.18, i never had these issues
then i upgraded to 4.19, and i was getting these occasional stutters, which i just thought was my pc
Vive right?
so after developing on for a week or two, i realized it was actually stuttering and it didn't go away
both Vive and Oculus
and running with PD=1 and SS=100 and made sure wit VIS, that the resulutions are correct
Any hint from RenderDoc? Or is it impossible to grab at the right time?
Never heard about RenderDoc?
Snapshot of what happens on the GPU, not sure 100% it can help in your case though
If your issue is CPU related it won't help
i'll look into it, but it's not CPU related
This can also help you: Intel GPA
Quickly find ways to improve your game system-wide or frame-by-frame with Intel® Graphics Performance Analyzers.
But intermittent problems are the most difficult to isolate and diagnose
Happy to try your demo and report back
I have Oculus only
@sonic lake thx, i'll download and give it a try 👍
btw, i just digged out an old build made on 4.18 that i packaged a month ago, it runs butter smooth with same drivers as the current 4.19 does which stutters and hitches like a noob
@junior grove another way is you can add an empty scene component as your VRRoot, and set bAbsoluteRotation = true on it; then rotation of the vrroot will be world space but location will still be relative to pawn
Grats @full junco !
A shame our week one sales didn't count :( well, no clue when they tallied the list
@granite jacinth hows the sales been going?
Anyone have idea why player teleport to the place where their is no NavMeshBound?
@wanton fog can you elaborate a bit more? As in the teleport is going outside of the navmesh?
I addded NavMeshBound in the level , My Player in VR should only teleport to the area where NavMeshBound is applied right? but it is also getting teleport to the area where the NavMeshBound is not present.
You can see the NavMesh Here. Now the problem is when Player try to teleport outside of the NavMesh it get teleported below the Landscape and stuck there.
@pearl tangle
@sturdy coral Thanks, that was exactly what I was looking for
Anyone know how the get Shadowplay to record only the VR preview window instead of the whole screen?
@pearl tangle you can get an stimate looking at the amounts of reviews he has.. He would be probably be on the gold tier of that website
Gold tier is how much? @wicked oak ?
@pearl tangle @wicked oak @mighty carbon Dunno about gold tier, but we probably could have made it to Tin Tier at 3k sales in one week.
It's hard to say if we would have done better waiting a week or not since the Summer Sale was finishing off. TBH, I doubt we would have caught some of these bugs still, because they weren't caught before by the testers and other team members.
A lot of the reviews had I not done any damage control would be negative, Definitely would be around 25-30% mark right now. So, take that with a grain of salt the amount of reviews, because people weren't happy and wanted to express themselves the only way they thought they could.
So, if you want a lot of reviews, I guess the strategy is to have a bad launch, get a lot of haters, turn those haters to your side, now have a higher happy rate.
3k sales with only 150 reviews
5%
have only submitted reviews
@granite jacinth Don't mention the "bad launch" strategy to Seth Godin, he may write a book about it!
Who's that?
Seeing funny reviews like this
Good times
Before, s/he was complaining about seeing my lovely face and was negative review
Never nice when it gets personal. But converted haters are a very powerful ad.
@granite jacinth 5% review is through the roof
the usual is 1-2%
3k sales on Steam is mighty fine, DWVR is 1000 PC and 5000 PS4. Now i want to see how much the game would sell on PSVR
hm
If my plans work out, should do well, it'll be more polished by then anyway
@wicked oak how long has DWVR been out on PC?
@granite jacinth a year
hm
I think we'll hit around 10-15K in about a year
Looking at the current trend post release
This doesn't include Major Content Update or Sales spikes
We have 2/3 sales in the next year we'll hit
yeah 10k is likely
and given your game would sell better than mine, 20k on PSVR are probable
that is a lot of money
but im not sure about the spread, do you spread the money beetween yourselves, or you are paid a salary or similar @granite jacinth
Yeah, right now, "salary" (technically not, because we're all contractors)
But we all have a set monthly pay
Salary = Full-Time Employee Pay
Hi guys, does anybody know how to access the accelometer data of Oculus Go controller?
@kindred skiff cannot check right now, but try with http://api.unrealengine.com/INT/BlueprintAPI/Input/OculusLibrary/GetRawSensorData/index.html
Get Raw Sensor Data
Thanksa @sonic lake , I'll check that out
Can confirm this works @sonic lake Thanks again!
@kindred skiff you are welcome!
Hello everyone
first time here and I already have problem hehe
does anybody here had a problem similar to this: Camera locked to HMD will increase or decrease its yaw very slowly (I'm seeing this on a Samsung S6) with no aparent reason?
@rocky latch I think that is just a limitation of gyro based tracking; oculus DK1 could correct for it using accelerometer and digital compass, but it required a calibration step for the compass to work well any time you moved it to a new area
@sturdy coral thats so weird, he never perceived an effect like that on other games, but now the camera is actually doing a complete turn in a few minutes
also got a test in nexus 5, same effect
Thanks for the reply btw =)!
@rocky latch All gyro based tracking systems have some degree of drift due to the double integration of the acceleration to get to velocity and then to position (same for angular acceleration to angular speed and then to angle). This said, the drift should not be that fast unless some other factors contribute to it. Does it drift only with your UE4 project or also with any other VR app?
it drifts only on the phone,
I also created a clean project right now, and the same issue appeared
so I'm guessing its intrisic to cardboard
I think we just didn't notice until now hahaha
Strange. In my experience even phone based VR can be pretty stable.
The test I made was create the simplest vr project for phone, created an empty level, a pawn with camera and started Printing the cam orientation on tick
then i left my phone still on the table
and the yaw starts to move very slowly
Vertically on the table or laying on it?
it was on landscape mode making 90degrees to the table
Any strong magnetic field nearby? Speakers? Transformers?
well, in this last test I was supporting on a speaker, but many others were made supporting on a water bottle
tryed now far away from any magnet
same
I'm gonna upload this test project
i don't have any app from the store in this phone actually :C kt
Try any VR app from the store
To confirm is not just your project drifting
Maybe someone else here can try your project
Here or on #mobile
@rocky latch cardboard is usually worse than gear, etc.; gearvr has a separate gyro/accelerometer in it that is calibrated across a big temperature range
I think daydream capable phones have better calibration than normal though and that might show through there if they are used with cardboard
@sturdy coral True. Even the Oculus Go has some drift, but it is minimal. On the other hand you should not see even a basic phone "spin around" quickly unless something is off.
hahahhaa
well, my QA tester is sayiing last Friday's build didn't have this problem. Im puzzled, since with a clean project this happens... anyway I'm trying this old build to check it
I have to leave right now guys, but thanks very much for the attention, appreciated!
Its so good to have a chat for this now, forum iteration is kind slow
👍
Hi everyone’s I looking for courses about How to make reality virtuel for architecture scène. Please help me. I use UE4
made a feature request to free up the windows MR thumbstick click bindings for other uses and it looks like it might come through 😃
http://www.arstechnica.com/wp-content/uploads/2018/07/games_achievements_players_2018-07-01.csv Link to the leaked sales data
Fallout 4 VR is at 130.000 units, Skyrim VR at 100.000
Raw data is 150.000 units
and arizona sunshine at 170.000
doing some easy math, we can calculate tha Arizona Sunshine, the most profitable game in Steam, has made around 2.000.000 dollars in profit
most likely less
170k @ 40 $ == 6.8M
so i'd guess profit is much closer to 3M
@fleet plume commonly on sale, so i averaged at 30$ per sale
plus then 50% from store cut and taxes
so beetween 2 and 3 million
that sounds about right
though i think it's hard to talk about profit
gross is easier
if oculus sends 10 milliion to epic, i guess it sends a few million to Echo arena, mages tale, or artika 1
wich means that none of those would ever be anything but a spectacular flop if they didnt get the oculus cash
that too
i guess there's no sales numbers on those games
makes you wonder if VR was too early again
Revenue, not profit
Also games go on sale every now and then, which means revenue can we lower or higher. Can't calculate using $30 as average .
Store cut is 30%
Taxes vary, depending on country and type of business entity
Also Arizona Sunshine was sponsored (or funded?) by Intel
No, SS had no achievements or leaderboards
I'd say if a game was made by 2 people team and profited at $1M before split, it would be a very healthy profit even in USA
yeah, but look at the vr games
and how many of them "can" go past a million in net revenue (After steam cut + taxes)
Would have been really interesting to see beat saber sales since it came out after steamspy stopped working
But I guess it has no achievements
They said it surpassed 100k units
i ported DWVR from 4.16 to 4.19
i had.. nearly no issues
something is fishy here
specially becouse i bumped 3 versions directly
Cool, but try updating to 4.20 🙄
i dont think i can have interesting stuff with 4.20
what im going to try is to hack oculus dither on PS4
it has a big chance of actually working
and given how pixel starved the ps4 is, maybe i can get a considerable boost
there are a few techniques i want to try to make DWVR faster
lets see if i can take it to 90 fps on Ps4 Base
and 120 on pro
4.20 isn't as bad as the start of 4.19 was
hell, 90% of my bug reports are fixed already even
just the preview so far
i think oculus has errored and its sending me ANOTHER oculus go
suddenly i have a invoice for a 0 dollars oculus go in my email
(legit mail from oculus.com)
i guess as i asked twice and there is tons of account weirdness...
lucky you
@wicked oak something similar happened to me with a regular rift, I sent them a message about having some weird stuttering while having Netflix open in another window and they considered it a hardware issue and just sent me another for free... Turned out it was rift core 2.0 beta causing the issue so now I got an extra rift and controller set :D
Most of the stuttering i saw on 4.19 seem to be gone on 4.20p5 thats very promising indeed
@wicked oak have you given any thought about writing a proposal to oculus? for sending you a santa cruz because you'd like to port DWVR to it?
😃
i will. But i want to experiment a bit before that
i just ran straight into the HAND changes of ue4
from enum to name
fucking RIP in pieces
becouse i use Left-right fucking everywhere xD
they're FNames now?
i'd honestly write right now
that's the dev in you, not the biz guy
yes
but also flexible to make mistakes
UENUM(BlueprintType)
enum class EControllerHand : uint8
{
Left,
Right,
AnyHand,
Pad,
ExternalCamera,
Gun,
Special_1,
Special_2,
Special_3,
Special_4,
Special_5,
Special_6,
Special_7,
Special_8,
Special_9,
Special_10,
Special_11,
ControllerHand_Count UMETA(Hidden, DisplayName = "<INVALID>"),
};
this is how it is
or do the use static wrapper?
as an enum
see all that Special bullshit?
with FNames they can be extended infinitely
and its not a speed bump becouse FNames are hashed
so they are fast to compare
no, FName("WhateverDevice")
wich is how OpenXR works
everything is through straight up name strings
but still the door is than open for very stupid mistakes
yes
thats why im doing helper functions
with my own version of the enum
i do not like strings and names in code
basically from/to LUT?
yeah!
and then you cant find the error until that code runs
i basically forbid string compares in everything i code
if it needs to have a name, make it an enum
also zeblote or somebody else said to use TEXT
thats wrong
because of encoding and different platforms
thats in the case you do weird shit like FName("España")
i only use emojis for class names
😛
what about FString then?
still no need for TEXT macro?
also no
TEXT is for unicode (emojis) and unicode strings, also allows for easy-ish localization
typical Cpp
meanwhile here i am actually writing haskell like a proper madman
its neat
you dont need to use types on the functions
yeah well, haskell has it;s own set of problems
the thing automaticaly creates generic (templated) version of your function, depending on what you are doing with the variables
you're using types, the compiler is just nice enough to infer them for you
like, if you have fun_1 a b c = a + b + c
the compiler sees that a b c must be something that can be summed together
and decides its a "numeric" type
or just something that implements "add"
could be a string though
you could overload _+ though 😄
concat
thats from the problem definition
everything i wrote is english
becouse im not an idiot
it is a logic solver
at the end, it even has a FUCKING PARSER that can parse a logic formula and calculate stuff on it
this subject is precisely about haskell + prolog
but prolog is like 20% of the subject
thats why the final project is a logic solver
yeah, haskell is super neat
i do find that is highly readable
due to its syntax
but when writing it, its kind of a fucking pain due to the purity
having to recurse EVERYTHING gets really old
as long as you keep IO/impure at the borders of your program you're good
that program is a bit hard to grasp though
--combines an array into multiple pairs. Does not detect reversed pairs
combine_pairs :: Eq b => [b] -> [(b, b)]
combine_pairs xs = [ (a,b) | a <- xs, b<- xs, a /= b]
this function combines an array into all its pair combinations
probably because i'm not good in haskell and it's a wall of text
becouse i use " a/= b"
haskell infers that i need to use a "Eq" type
so this function automatically works with ANYTHING as long as it implements ==
its like absolutely everything is a template function, wich is sweet
it gets hard though when you want to work on something like ECS components
that could be anything really
as least that was my limited experience
well, an ECS system can be implemented as a "map" over an array of components that returns another array of components
i would expect Tuples instead tho
but yeah, no one in their right mind should use haskell for a game
haskell is for algorithmic problems/math. I think using it for a simulation such as a game is just retarded
specially a game
i don't agree with that
the purity stuff can really get in the way of games, i think