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AppGameKit Chat / AppGameKit VR Released

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RickV
TGC Development Director
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Posted: 19th May 2017 16:54
Today we released the AppGameKit VR DLC which adds powerful and easy to use VR commands.



The product page is HERE
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JHA
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Location: Massachusetts, USA
Posted: 19th May 2017 19:14
I was very excited about this and immediately purchased it, before I realized that it required either the Oculus Rift or the HTC VIVE headsets. I have no plans to purchase either of those devices. I thought this would work with the Google Cardboard and the like.

What recourse do I have? (Wait for future developments, Get my money back, etc...)
Will the Google Cardboard or equivalent be able to be used in the future?

Thank you,
JHA
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Ron Erickson
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Posted: 19th May 2017 20:02
I did the development of AppGameKit VR. We did have some conversation about using the plugin to also support phone VR, but that would really require an entirely separate system. I won't rule out supporting it in the future, but at best it would be some time before that is added. Did you purchase from Steam or directly from TGC? You'd need someone from TGC to say if you can get a refund or not.

Ron
a.k.a WOLF!
PSY
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Posted: 19th May 2017 20:03
Holy shit,

this is cool.


Thanks !!
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JHA
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Posted: 19th May 2017 20:35
Quote: "I did the development of AppGameKit VR. We did have some conversation about using the plugin to also support phone VR, but that would really require an entirely separate system. I won't rule out supporting it in the future, but at best it would be some time before that is added. Did you purchase from Steam or directly from TGC? You'd need someone from TGC to say if you can get a refund or not."


Hello Ron, thanks for the response. I purchased it through Steam. I realize that the powers-that-be would need to make that decision.

Thanks Again!
JHA
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nz0
AGK Developer
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Posted: 19th May 2017 23:36
Won't the steam refund mechanism's apply?
MikeMax
AGK Academic Backer
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Posted: 20th May 2017 00:31 Edited at: 20th May 2017 00:57
As i already discussed with you, VR is indeed a real need... and it seems you've done a great job with this "Special VR Version" of AGK.

But Vive and Oculus are essentially owned by few developpers or professionnals only (or curious population).

I'm waiting (hoping !) for Cardboard and Daydream (with controller) compatibility in the main AppGameKit V2 version (or V3 !?) which have a larger population of users/players. Google is working on his standalone Daydream headset for the end of 2017 And Samsung GearVR is almost dead (S8/S8+ will be Daydream Ready this summer).

Viva Daydream ! and keep up the good work ! you're all doing great things !
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Ron Erickson
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Posted: 20th May 2017 01:08
Quote: "As i already discussed with Rick, VR is indeed a real need... and it seems you've done a great job with this "Special VR Version" of AGK.

But Vive and Oculus are essentially owned by few developpers or professionnals only (or curious population).

I'm waiting (hoping !) for Cardboard and Daydream (with controller) compatibility in the main AppGameKit V2 version (or V3 !?) which have a larger population of users/players. Google is working on his standalone Daydream headset for the end of 2017 And Samsung GearVR is almost dead (S8/S8+ will be Daydream Ready this summer)."


I definitely do understand your point. There are currently few people with Vive or Rift hardware and pretty much everyone has a smartphone. I think the reason to go this way first though is that there was currently no solution for the Vive and Rift in AppGameKit and there are solutions available for Cardboard. I think AppGameKit even includes a VR example for cardboard. The programming for supporting Vive and Rift is fairly complicated, and this greatly streamlines it making it accessible to anyone. The most important point though is that the indie market for Vive and Rift is currently really good. It may be small, but an indie developer that makes something worthwhile can actually get noticed. The mobile market is so over-saturated that it can be hard to get anyone to download a good game that you release for free. I'm hoping that AGKVR can also bring some new developers to AGK. Time will tell.

Like I said, I would like to add support for mobile in the future. This was the first step of a product that I definitely plan to keep evolving.

Ron
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xCept
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Posted: 20th May 2017 01:25
Truly appreciate this upgrade! I'm bummed out in part because I've had Rift since DK1 and the CV1 since launch but have barely had the chance to use it for anything at all, and same with AppGameKit for most of this year. Hope I will be able to return focus to it shortly.
george++
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Posted: 20th May 2017 10:22 Edited at: 20th May 2017 10:23
What exactly is the VR? Is it additional commands to existing AppGameKit or a stand alone application?
jlahtinen
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Posted: 20th May 2017 11:11
I was surprised that there is only Vive/Rift support. Hope that cardboard support comes soon-ish.

Gonna buy it anyway, since I own Rift (and maybe for support also).
MadBit
AGK Tutorial Game Creator
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Posted: 20th May 2017 11:29
Quote: "What exactly is the VR? Is it additional commands to existing AppGameKit or a stand alone application?"


I think, it is a plugin. It is support for now only windows. (See product page).
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
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george++
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Posted: 20th May 2017 12:36 Edited at: 20th May 2017 17:19
@MadBit: You are right,
I din't notice that:
Quote: "Users must already own AppGameKit and either the HTC Vive or Oculus Rift hardware to use this DLC."

Since VR games focus on visual effects, I wouldn't go with it without built in support for shadows and normal maps.
Mikko
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Posted: 20th May 2017 21:00
I bought my Oculus DK2, because DBP had a third party plugin for it (which had head movement, but only 2d picture).

Now, with this and the CV1, everything is possible again.

Thank you Ron and the TGF team.

Mikko
mikko_ketonen( )hotmail.com
RickV
TGC Development Director
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Posted: 21st May 2017 08:20
Hi,

The plan is to support cardboard in a later version. So anyone who purchases the VR add-on will get that down the line.

We will soon be adding shadows and 3D particles to the core AppGameKit too.

It's early days for VR. Oculus and Vive are the best available systems to date but there are a numbver of new initiates by the big boys (Google, Microsoft, Intel, etc) that indicate hardware will be cheaper, more free (no wires) and more mobile focused.

Rick
Development Director
TGC Team
george++
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Posted: 21st May 2017 13:52
Quote: "We will soon be adding shadows and 3D particles to the core AppGameKit too."

Great news.
Mobiius
AGK Developer
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Posted: 22nd May 2017 09:19
Quote: "Will the Google Cardboard or equivalent be able to be used in the future?"

But we can already develop cardboard games now?
My Zelda game I was working on uses a google cardboard headset and a bluetooth controller.
VR support shown here. (Not the best footage, it's a home made headset from before I bought a proper one.)

Controller support shown here.
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MikeMax
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Posted: 22nd May 2017 11:46
Mobiius,

You're right. We can already "simulate" a Cardboard application. But you don't inherit the Cardboard parameters of the mobile phone (Lens view correction relying on each different VR Headset). I will release a VR View lib (not as plugin) with Lens correction FullShader soon. but it's not truly "CardBoard" or daydream.

And now cardboard becomes deprecated due to Daydream. Daydream intialize a special VR Mode for the display and sensors to reduce Visual latencies and sensors latencies. And daydream use a BLE Controller with multiple sensors. and AppGameKit doesn't support BLE for the moment.

That's why i'm asking for a "real" Cardboard and Daydream support (Google VR APIs which integrates BLE Daydream controller too).
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janbo
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Posted: 22nd May 2017 13:04 Edited at: 22nd May 2017 13:07
I realized I forgot to post my Lens correction shader which I had ready for a couple of weeks maybe month...
I posted it in the Useful shader thread now
I also wrapped some commands into a tiny Library so its easy to setup.

Using AGKv2 Tier1
CumQuaT
AGK Master
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Posted: 23rd May 2017 07:29
Mobiius how did you overcome the issues with linking the camera's movement and rotation to an object in the scene (if that's how you went about it)?

I got a cardboard app working just great until I tried moving the viewer through the scene (it was a space fighter game, so the camera had to stay in the cockpit) and because of the eular rotations things just went haywire...
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Mobiius
AGK Developer
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Posted: 23rd May 2017 08:53
I linked the headset rotations to the players head object. So when you moved your head, the player moved theirs. (Third person camera) I used the standard player character controller to move.
I haven't yet managed to figure out how to add the headset Y Angle to the players Y Angle so you can turn the player left and right whilst still maintaining control of your look angle.

(To be honest, I'd kind of given up by then as I was having troubles with raycasts not detecting the terrain/ground to prevent the camera from clipping outside the level. Turns out, AppGameKit had a problem with scaled objects which may well have been fixed now, but I'd already lost interest in continuing by then. I do plan to pick it back up, but motivation is low when there are so many good xbox games coming out!)
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MikeMax
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Posted: 23rd May 2017 11:45 Edited at: 23rd May 2017 11:49
You must multiply player rotation quaternion with head rotation quaternion to get the global quaternion

currW,X,Y,Z = Rotation Quaternion of your player body
RotSensorW,X,Y,Z = Rotation Quaternion of player head

totW,X,Y,Z = Resulting quaternion to set to the camera ( with command SetCameraRotationQuat )

+ Code Snippet

Be careful about VR sickness if you have visual or sensors latency (double rotation + movement)...
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Ron Erickson
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Posted: 23rd May 2017 12:14
All of the rotation difficulty is made very simple in AppGameKit VR. I appreciate the problem, because it is even further complicated with the Rift and Vive because in addition to rotation, there is also a distance offset because of having a full 6 degrees of freedom. One of my goals with AGKVR was to handle all of this in a way that is very easy for the user, yet still flexible enough for you to do whatever you want. I created a "player" container, where you set the player's ground location and rotation and the HMD's position and rotation is worked out from that. It works well, and you don't have to get lost in the math. If I do add a mobile solution to AGKVR, I will definitely look to do something similar.

Ron
a.k.a WOLF!

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