Category Archives: Game

VR Flight Simulator K2

VR Flight Simulator is  a game where you can fly above several beautiful landscapes  in virtual reality:

  • Alps and Mt Blanc (France)
  • Guadeloupe (French Caraïbean)
  • Kilimandjaro (Kenya)
  • Perito Moreno (Argentina)
  • Grand Canyon (USA)
  • Mt Cook mountains (New Zealand)
  • Ha Long bay (Vietnam)
  • Tahiti (French Pacific Island)

A version for the IDEALENS K2 VR can be downloaded here:

WEARVR

A version for Android and iOS shall come next in 2017.

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VR Flight Simulator / Alps airfield
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VR Flight Simulator / Cockpit
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VR Flight Simulator / Guadeloupe / (French Caraïbean)
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VR Flight Simulator / Kilimandjaro (Kenya)
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VR Flight Simulator / Perito Moreno (Argentina)
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VR Flight Simulator / Grand Canyon airfield (USA)
VR Flight Simulator / Grand Canyon USA
VR Flight Simulator / Grand Canyon (USA)
VR Flight Simulator / Mt Cook (New Zealand)
VR Flight Simulator / Mt Cook (New Zealand)
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VR Flight Simulator / Ha Long Bay (Vietnam)
VR Flight Simulator / Tahiti
VR Flight Simulator / Tahiti

Quantic Rift – April 2016 News

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Quantic Rift is still under development with Unreal Engine 4 (4.11) but we have achieved a lot of features (blueprints, C++ code, 3D content, animation and sounds):

Green; completed – Magenta: Gfx/Sfx to be enhanced – Orange: code to be completed,

 

  • User interface
    • Main menu
    • Contextual menu
    • HUD (life, energy, weapons)
  • First Person Shooter system
    • Weapons selection (Knife, Pistol, Shotgun, Assault rifle, SciFi rifle, Bazooka and grenade)
    • Weapons and ammos pickups
  • Lift system with in/out doors and cabin
  • Inventory system
    • Pickups (health, energy, ammos, poison, fire camp…)
    • Contextual menu
    • Drop item
  • Keys and doors system
    • 4 keys (red, green, yellow, blue)
    • Generic doors
  • Minimap (top view)
  • Special effects
    • Extinguisher smoke then explosion
    • Footsteps depending on ground material
    • Destructible items and FX (glass, computers, objects)
  • Gamepad Input
    • Character movement control
    • Main and contextual menus control
  • Characters
    • 3D characters modeling (Mixamo and Poser)
    • Animation (Mixamo and Poser)
    • Basic IA (walk, run, follow path, follow player…)
  • Open world first Level
    • Two level Building
      • Entrance
      • Rooms
      • Computer room
      • SciFi Lab
      • Car park basement
    • Outside environment
    • Tech map
    • Level sub loading
  • Dialog system (work in progress)

The next steps will be the following:

  • Finish dialog system
  • Complete weapons animation (grenade, knife, change arms to human arms)
  • Complete characters animation and IA + dialogs + life management
  • Finish gfx of current level
  • Resolve performance issues in current level
  • Add new levels

Screenshots are following

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Unity vs Unreal: Quantic Rift 3D engine selection

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SebL ported a subset of Quantic Rift’s first scene to Unreal 3D engine and the visual result is really quite impressive and the first performances results are quite good, even in VR.

So we are now trying to create the same scene as the one we made under Unity but with Unreal engine to be able to select the best engine for our full FPS game.

That means not even porting all 3D scene but also porting all C# scripts that we have already achieve or integrated to blueprints or C++ code (FPS engine, lift animation, characters animation, destruction of objects, VR cam management…).

This is really not an easy task and we don’t really know, how long it will take as we are more used to Unity Engine but we want to know what we can get with that engine before creating the full game.

VR Experience v2.0

VR Experience v2.0 has been released for iOS and Android.

Here is the cool new features list in response to various users’ wishes:
– VR drift fixed
– 4 VR modes are now possible:
VR0: magnet toggle: move on/off
VR1: magnet toggle: next scene, look down; move on/off
VR2: magnet toggle: move on/off, look down; next scene
VR3: look down; move on/off
– Configurable player height
– Configurable player speed
– Configurable player eyes distance
– Digital Pad controller when in “Normal” mode (left/right/forward/backward/rot left/rot right) [replaces long tap action]
– Performances improved on some levels

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[update: 2.1 android: now 100% compatible with Durovis Dive 7 VR helmet for 7″ tablets such as the Nexus 7]

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