Made an official trailer for my VR audiobook player, and the update (overhauled level/environment art, updated to 4.10 and 0.8 Oculus Runtime). It's out now at storyteller-vr.com (link below in my sig).
Oh my god I remember your posts from a while back! I am actually very excited to see how this develops. It's such a novel concept.
W.N.C Infantry - Real-time Strategy with focus on multiplayer.
The action takes place at the nearest future. A large number of local conflicts, led to start of the war.
You have to choose your side, and lead your army to the victory.
Key Features
Two story lines.
20 Maps on different sides of the world.
Multiplayer matches with up to 8 players.
Realistic graphics.
Dynamic weather and time. Which will change gameplay.
This is a test of the update to the new motion controller interface and integration of the Skyrim-style pickup. I'm using Razer Hydras currently, though I hope to get a Vive.
The "snap" there is due to grabbing the actor's location rather than the hit location as I'm using a sphere overlap test instead of raycasts. I'll be fixing that up soon.
I also wrote the asynchronous/multi-threaded decompress class responsible for powering eXi's Sound Visualization Plugin. The gist of it is that once you get around the in-editor only restriction (by restricting the plugin to only single or stereo channel sounds) the problem is that for large sounds it will decompress the entire SoundWave, which can be problematic for large compressed audio, as in the case of audiobooks, which is what I originally wrote the class for (which ended up as a component in my code, though I think eXi changed that). Instead of decompressing the entire sound the class allowed sending down start and end time, and I made the changes to the OGG related functions to seek and only decompress that one bit.
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