VrSpaceTunnel

Update: sources released on GitHub.

I’m done some game/experiment during my study on DK2 gameplay, this is one of them (about body movement and reflexes). Maded with Unity 5.0.18 Indie and Oculus 0.4.4 sdk.

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A guy that enjoy my game (with the correct gameplay: without controller!)

Windows: http://files.clodo.it/projects/vrspacetunnel/VrSpaceTunnel.windows.zip (45 mb)
OS X (UNTESTED): http://files.clodo.it/projects/vrspacetunnel/VrSpaceTunnel.osx.zip (47 mb)
Linux (UNTESTED): http://files.clodo.it/projects/vrspacetunnel/VrSpaceTunnel.linux.zip (57 mb)

The game need an initial calibration, to detect the maximum and minimum position a player can move it’s head.
Press X to reset the calibration. Press R to reset Oculus Rift orientation.
Press SPACE to start (and restart at game-over).

Can be played seated, but i recommend to play it stand up, with hands on desk.

Works at 75fps with my GTX 570 on an old i7. Press F11 to see the FPS, and 0,1,2,3,4,5 to change graphics quality (0 fast, 5 is best).

At game-over, press SPACE to reset and look left to check if you beat your highscore.

I released all source-code under public domain. Not well commented, it’s just an experiment. It works with Unity Indie.
http://files.clodo.it/projects/vrspacetunnel/VrSpaceTunnel.src.zip (85 mb)

The zip contain parts of some third-party assets, but all of them are totally free in Unity Asset Store.

Music by Imphenzia: http://soundtrack.imphenzia.com/ – i used the watermarked version to allow me to release the entire project out-of-the-box under open-source.

No more improvement are planned, unless people like it 😛

My best score is 4307 meters 😛 Enjoy!

Sphere spirals, 1958, MC Escher

Immagine inviata

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Download MP4

Rendering di una isosuperficie ispirata da un’opera di Escher, Sphere Spirals.
Formule per Povray da “Almost Sphere Spirals” by Tor Olav Kristensen (2002)

‘Tor Olav Kristensen’ said

An isosurface shape inspired by M.C. Escher’s “Sphere Spirals” (“Bolspiralen”) woodcut print from 1958. The edges of the four spiraling bands on the sphere can be formed by an inverse stereographic projection of eight infinite logarithmic spirals in a complex plane tangent to a Riemann Sphere onto it’s surface. I found some useful information about this shape here.

Shot 1: Twisting rate a 1.5, 4 bande. 1920 x 1080. Rendering: 2 ore circa.
Shot 2: Twisting rate a 0.1, 1 banda. 1920 x 1080. Rendering: 20 ore circa.
Shot 3: Twisting rate a 0.5, 4 bande. 1920 x 1080. Rendering: 8 ore circa.
Shot 4: Twisting rate a 1.9, 12 bande. 1920 x 1080. Rendering: 1 ora circa.
Shot 5: Twisting rate a 1.0, 4 bande, fog. 1920 x 1080. Rendering: 8 ore circa.
Animazione: Twisting rate variabile da 1 a 3, 4 bande. 640 x 360, 30 fps, 600 fotogrammi (20 sec). Rendering: 2-3 settimane su 3 macchine circa, tempo variabile da 3 ore a mezz’ora per ogni fotogramma.

Tutti con antialiasing di default, senza radiosità.
In dettaglio, i riflessi non incidono particolarmente nei tempi di rendering. E’ l’isosuperficie che “ammazza”, in particolare con bassi valori di twisting rate.

Sorgenti (PovRay 3.6 richiesto, 3.7 consigliato): ini, pov.