GothicVR
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Fan project recreating the classic Gothic I and II experience in VR.
Unity Job System seems the way to overcome even the biggest paths. It's intended for Multithreading. Please check it out: https://docs.unity3d.com/Manual/JobSystem.html What we need: 1. The whole Dijkstra logic needs...
# To test 1. Start the game 2. Change movement setting for turntype from snap to continuous turn 3. Check that continuous turn is on 4. Go to different map...
Right now, room scale locomotion isn't taken into account. Physically moving around the room doesn't move the player capsule. Also, sticking your head into a mesh just clips the camera...
Again, 2 possibilities. 1. classic - Bow with "crosshairs - Shoot with "A" 2. VR - Bow must be positioned realistically - Arrow must be inserted - no crosshairs
By default render distance is at 1000m. If we turn it down to e.g. 500, we get additional ~30fps and at ~300 we have additional ~70fps (on my PC). Therefore...
Links with ideas to improve further: * Unity manual - Optimizing graphics performance: https://docs.unity3d.com/2019.1/Documentation/Manual/OptimizingGraphicsPerformance.html * Unity blog - Advanced code optimization for performance: https://unity.com/how-to/advanced-programming-and-code-architecture * Quest 2 blog - Performance...
Tested and flickering on Quest2. 
Original Gothic 1 had the possibility to thread on meat bugs / kick jump them, to kill them. We also want that feature in VR. A usecase for the feature...
We never want to have any assets of Gothic inside our project. Period. Full stop. :-D It would be great to have an additional pipeline-step which checks on certain file-endings...
We could create an installer that can be used to provide an easier way to setup the project. PCVR will probably be easy enough to be done by hand, but...