I am working on a RiftCoaster clone, build with Unity. No assets from UDK or UE4 are used but I aim to make it look as similar as possible, except for some graphical improvements. All assets are from the Unity Asset Store and TurboSquid as I am a programmer, not an artist. If you have something to donate, let me know.
This screenshot is just a quick prototype. The final version will look much better.
Why not make a new coaster? None of the coasters out there give me the same sensation as with RiftCoaster. The way the track is designed is quite ingenious, even though an existing demo scene is used. Replicating the RiftCoaster thrill should be easier then trying to design something from scratch. And there is the sense of nostalgia. It was one of the first demos and still is one of the best. But unfortunately it doesn't work with the DK2 and it doesn't look that is going to be fixed any time soon.
Why not use the Epic Citadel in UDK? UDK doesn't support the DK2 and has some camera transform issues (camera can't rotate with a vehicle), although this guy seems to have solved those problems:
https://www.youtube.com/watch?v=Og-jYrx ... detailpage
Why not use UE4? UDK scenes are not compatible with UE4 so everything has to be build from scratch. And since I already know Unity, it will be much easier to stick with that.
How does it work? I use MegaShapes to build the spline which defines the track shape. Using this, it is really fast to make or modify the track. Luckily it also supports the airborne section. For the physics, a simple acceleration function seems to work fine: f = m g cos θ − b v.
The river is made from a glass refraction shader which I modified to scroll the UV coordinates. It looks pretty good for programmer art. There are not much assets in my prototype scene yet but it already runs at 1800 fps on a 780ti. Not a typo. It should be possible to run it on Mobile. GearVR, anyone?
Suggestions are welcome.
Input:
Toggle ocean between fancy and simple (might solve some graphics issues): O
Recenter: R
Pause: P
Slow down on ramp: S
Quit: ALT-F4
Motion data:
Data out: UDP
IP: 127.0.0.1
Port: 20777
Data format: string dataString = linearAccVector.x+"/" + linearAccVector.y+"/" + linearAccVector.z+"/" + angularAccVector.x+"/" + angularAccVector.y+"/" + angularAccVector.z+"/" + position.x+"/" + position.y+"/" + position.z+"/" + rotation.x+"/" + rotation.y+"/" + rotation.z+"/" + rotation.w+"/";
Linear acceleration format: vector in local space. Includes gravity.
Angular acceleration format: vector in local space.
Rotation format: world space quaternion. For example, if the output vector is 0,0,-5, the angular acceleration is 5 deg/second^2 around the Z axis, to the left.
Position format: world space.
CastleCoaster download v0.9 - 64 bit:
[url=
https://drive.google.com/open?id=0Bwk4bDWv3jAcNVJ6MVJlWTJCcFk[/url]
MotionDataTest download:
https://drive.google.com/file/d/0Bwk4bD ... sp=sharing
Changelog:
-Added support for CV1
Comments
It runs at a very high framerate on a 780ti and is butter smooth. Advantage is taken of the fact that most of the scene is static and no real physics are used. If you experience stuttering even if you have a high end card, you need to fix your refresh rate.
The sense of scale is awesome. Just look around and enjoy the view.
Pay attention to the sound. Some effects use 3d binaural audio from 3DCeption to give a nice 3d positional effect. The effect of wind blowing over your ears is a 2D sound effect "hack" (using stereo panning for spatialisation and adjusting pitch to simulate wind speed) but it works quite well. As you pan your head, the blowing sound reacts accordingly. I think more games should have this included as it happens in real life as well and adds to the immersion effect. Give it a try.
The water looks surprisingly cool considering it is a drag and drop operation form here: http://scrawkblog.com/2013/02/24/ocean-renderer-for-unity/.
Another thing I noticed is that too sharp turns cause a thrill because you expect the lorry to derail. The kink in the initial drop was unintentional but I left it in because the first time I tried it I had to hold the armrests even though I made the demo myself
I couldn't find a suitable lorry-rolling-over-track sound so I settled for one which is actually the sound of cars driving over a metal bridge. I am quite happy with the result though.
The colored ribbon on the track is just for debugging and shows different track sections. Red is friction, amber is pull up ramp, and green is acceleration.
Let me know what you think and stay tuned for more updates.
All the new ones just don't give the same effect in my opinion.
Couple of things I think you need to keep that make me think the original was the best.
1) Slow ramp up was great for giving people a look at what's coming and the timing made it great for them to try stuff as I talked them through it ("look left, look right - now try looking behind you!")
2) The length of the coaster also made it not too short and not too long - again, perfect for demoing
3) The jump at the end allowed people to get the idea of what VR could BRING to this type of experience. Without it why not just go on a regular rollercoaster?
4) Corners worked well - whatever the guy does with the camera and the angles of the corners I think they just worked so much better than any modern implementation.
It may be "realistic" that modern coasters have "side jolting" corners where you get rammed against sides of your seat, but because you can't feel it they just don't work. Make all the corners so you go around them at 1G directly downwards and your brain doesn't get confused.
5) Sounds, while not perfect the clicking sound and the wind sound worked well enough.
I agree with the corner slamming. I will fix that!
Just wondering if the castle is supposed to be that dark.Black smears with low persistence so it was noticeable.
Also thought the going up part took too long.
Apart from that it's a great!
Will make the ramp shorter. Thanks for the feedback.
- The sound effects were great, and really added to it
- The sense of heights going over that first hill were just as good as the original, if not better
- The water was nice
- As others have mentioned, it was REALLY dark. To the point that the top half of the castle was entirely pitch black.
- You seem to have WAY too much speed going down that first hill. To the point where those turns on the first down-slope are just jarring, and you are going too fast to even be able to tell what is happening.
- Obviously scenery is sparser than the original, but that is to be expected.
- The lift hill took a little too long
Again, great job and I can't wait to see some of your updates!
Simple Noob Fractals [DK2]
Simple Noob Graphs [DK2]
Jeep Trek VR [DK1]
Simple Noob Fractals [DK2]
Simple Noob Graphs [DK2]
Jeep Trek VR [DK1]
It the image is way too dark, it might be a misplaced Oculus menu effect. Try hitting the space bar and see if that lights up the scene. If it does, I might have to remove the in game menu because this caused problems before. Let me know if that solves the problem.
Either way, it should look exactly like in the screenshot.
Status: Strapped to my ugly mug
ON, Canada
I think the long way up is good for first timers, as someone here said, it gives you time to instruct them and they can get accustomed to the whole thing. The way down is very nice :-)
If I may make a suggestion, make the carrige you ride in a little smaller so we can look over the edge more easy.
great work!
// gregof
Something is definitely wrong with the HUD shader logic. The only thing I did though is add an OVRMenu script to the OVR camera prefab, so you'd expect it will work out of the box but apparently not. I test my demo without positional tracking because my camera is behind my monitor and I have to shift the whole thing to the side. That explains why I didn't pick it up.
Will fix it! Stay tuned.
Comunidad española de RV / Spanish VR Community
Edit:
A lot of people have this issue:
viewtopic.php?f=34&t=13931
Not sure what is causing the artifact on AMD cards. Sounds like a driver bug. Unfortunately I do not have an AMD card so I can't really fix it. Sorry.
Changelog v0.2:
-Added position reset (R) key.
-Added pause (P) key. Pause at the top of drop and enjoy the view or pause to swap victim.
-Fixed too dark screen by reverting to lib v0.4.1.
-Ramp pull up speed increased. Use S to toggle speed between high and low.
-Reduced coaster run speed.
-Slightly reduced big castle size and modified track around it.
-Increased bank in some turns.
-Added metal squeak sound.
-Reduced lorry size.
-Doesn't use player height anymore.
-Added some music coming from one of the buildings.
Very impressed.Thanks dude.
Will fix that.
Change log v0.3
-Placed lorry at bottom.
Aside from that, nice job- low persistence works great and a smooth 75fps all the way.
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