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  1. #1
    Junior Member Rakku's Avatar
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    [Rift] Aquila Bird Flight Simulator - supporting Oculus Touch!

    Updated 10th January 2017

    Latest changes: Touch controllers now let you bring your wings in to aid steeper turning or stooping, and you can take off simply by flapping your wings. If the wing control doesn't seem to be working, check that your headset and touch controllers are within your sensor range, then press X on the left-hand touch controller to reset the headset orientation and the arm positions. It'll then recalculate everything. I've found it works fine if I stay in my chosen standing/sitting spot.

    - For the White tailed eagle only, you can see these changes to your wings, and your wing flaps and flapping sound are correctly in time with your arms.

    - For the other two eagles, that are animated with the Unity animator, you get the flap sound and you actually fly the same, but the model doesn't change at the moment.

    - Observer mode now can be selected to display on your pc main screen. It does impact performance, but my pc still kept 90fps. It is off by default, and the option is on the inflight menu. Selecting options on this menu is with the A button on the touch or Xbox360 controllers. Further details in the readme. Selecting this option to Headset means your headset display is mirrored to your monitor as per Unity default.

    - Tiny Demo Mode nag message, that displays 30 seconds out of every 2 minutes.

    Download link is the same as below.

    Graeme



    ------------

    It's not finished, but I have been working on a soaring bird flight simulator for the Oculus Rift. You embody one of three species of eagle, with three different terrains. The demo features the three birds, but only one terrain and a ten minute flight time per go.

    Website at http://www.aquila-bfs.com ... demo at http://www.aquila-bfs.com/download/

    There are various control methods. The app was originally made for the Xbox360/One controller, but also supports steering with the headset, Oculus Touch controllers, and is you're really desperate you can use keyboard. The Oculus remote will work to navigate the menu like the Xbox controller DPad.

    Like many VR flying apps, this can be pretty intense. In particular for the Oculus Touch, but generally recommended, I would suggest you play sat down. It is enjoyable stood up, but I'll let you be the judge of whether you'll fall over or not. To reduce the impact, I'd recommend gentle gliding flight with the default options (wind at 230 degrees) on the ridge you overlook on starting. You may have to turn left to see it, but it's massive.

    This is a relaxing soaring simulator. These are pretty large terrains, and you'll glide at about 30mph, so when you're high up you can seem to be moving slowly over the ground. Fly however you like, but I plan to add a stamina level for any non-touch control method to encourage some efficient flying!

    The touch support is challenging; gliding is simple enough, but flapping flight is pretty exhausting after a few minutes if you're new to such things. Take off from flat ground may take a few attempts to get the balance of flapping and pitch control right; I'm trying to make it easier. The game looks at the area you cover and frequency while flapping your arms in a circular motion to define your flapping power, while you're still steering with your hands. Give it a go I'd love to have some feedback. I only got my touch controllers just before Christmas.

    The videos below are running on a Windows 10 system with an i7 6700K processor, 16gb ram and a GF980 GTX. I believe any VR ready system should run it. I'd love feedback on performance or bugs.

    Features:
    - Dude you're a freakin' eagle! Three species of eagle, the white tailed sea eagle, the bald eagle and the harpy eagle.
    - You have thermals and ridge lift to make flying easier. Thermic lift is marked with coloured markers (red for down, yellow for neutral and green for up). Wind direction and speed can be set on the main menu.
    - Free looking in VR, and movements are reflected in your shadow. At the moment, if you look behind you it will let you look through yourself and it's not pretty!
    - Simulates an 8kg bird with a 2.5m wingspan. The species you pick is a cosmetic difference only at present.
    - You can land and take off, and walk around on the ground. There are no trees to land in. Sorry!
    - Very high detail 13km x 13km for Northwest Scotland (plus an extra 13km lower detail each side for extra horizon). There are two additional terrains in Columbia and British Columbia, of equivalent size.
    - Day/Night cycle using UniStorm. Very pretty!!
    - Two demo courses on the Scotland terrain, simply there to show a good way to soar the main ridge, and give a start and finish goal challenge. They're not to be taken seriously.
    - Observer mode, run on a second pc without Oculus, that can join and watch the first with a variety of external views. Several of the videos demonstrate this. Unity 5.5 broke it slightly, and it only works and joins one game at the moment. You'll have to run the game again to observe another flight. I'm trying to fix this. This mode was intended for corporate events, so people not playing could watch, and was used at several events last year.

    Issues:
    - Currently ugly if you look behind you, if you don't move your own head up, as you'll look through yourself!
    - (GRRRR) If you fly too fast, you pitch down. It's controllable, and rare now thankfully, but it will do it.
    - If you get too slow on a loop, you waste lots of height recovering. That's possibly not a bug.
    - You can't currently 'trim' in pitch, although you can fly just fine without.
    - The flapping doesn't look quite right for the white tailed sea eagle, but it's done with maths not the Unity animator.
    - The white tailed sea eagle does not have a ground walking animation. Please see the release notes for the demo.
    - Observer mode, on the second pc, only works once due to a bug in the network code in Unity 5.5.

    Future plans:
    - (PARTWAY THERE) More dynamic landscape with things to do of course (challenges).
    - Trophy/achievement support.
    - (PARTWAY THERE) Maybe one large landscape, or many smaller ones. I'd love to be able to add more trees!
    - (Plan in motion!) Perhaps multiplayer, or motion platform support a la Birdly. I did approach Somniacs with a view to purchasing their platform for corporate events, but I cannot afford it.
    - Survival simulation? Weather, defending your territory, nest provider, etc.
    - Aural tutorial, perhaps from another bird flying nearby. That sounds like a right can of worms....
    - (in progress) Flight assistance, particularly if you've never flown anything before.

    Comments and suggestions welcomed. Please see the videos below, download the demo, and give it a try. This is my first Oculus app, my first Unity app, first Touch app, although I'm not new to programming. There is also a thread in the Showcase forum. I'd love to hear your feedback.

    Graeme

    Headset control:


    A longer flight using the observer mode on another pc:


    An older video showing a brief bit of soaring and a sunset:
    Last edited by Rakku; 01-10-2017 at 11:34 PM. Reason: Added more stuff!

  2. #2
    Junior Member Rakku's Avatar
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    Demo updated ... link is the same one as above, but please read the readme file...

    Graeme

  3. #3
    Junior Member Rakku's Avatar
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    Ok I've been going through the whole saga of submitting to the Oculus Store. Hopefully this'll be a good practice run for a later OpenVR/SteamVR conversion!

    At least it appears on my app list, but it's going through a 'malware check' at the moment. It's been doing it for hours!!

    Graeme


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  4. #4
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    Quote Originally Posted by Rakku View Post
    Ok I've been going through the whole saga of submitting to the Oculus Store. Hopefully this'll be a good practice run for a later OpenVR/SteamVR conversion!

    At least it appears on my app list, but it's going through a 'malware check' at the moment. It's been doing it for hours!!

    Graeme

    For Steam, at the moment, you should be able to get it on the store simply by contacting Steam by email, and showing what you have so far. No need to go through Green lighting etc. (they currently make an exception for VR games). Of course you also need to give some tax info etc. This page gives you the specifics:

    https://support.steampowered.com/kb_...1131-WSFG-3320
    Comments posted in plain text are my own, comments posted as a moderator will be posted in blue.

  5. #5
    Junior Member Rakku's Avatar
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    Quote Originally Posted by tosvus View Post
    For Steam, at the moment, you should be able to get it on the store simply by contacting Steam by email, and showing what you have so far. No need to go through Green lighting etc. (they currently make an exception for VR games). Of course you also need to give some tax info etc. This page gives you the specifics:

    https://support.steampowered.com/kb_...1131-WSFG-3320
    Thank you for the advice, and the link. I have now sent an email to that address with everything they've asked for.

    I have uploaded a new demo to reflect the state of the game now submitted to Oculus store. The new demo is on http://www.aquila-bfs.com/download/ .

    Latest changes, detailed in the readme also, are various things to slicken up integration with Oculus. It's still the three birds, Scotland landscape, and 10 minute limit. However the touch controller menu button works with the in-flight menu, the home button doesn't muck things up. There are various other bits and bobs ... the observer mode is now selectable to display on your main pc screen from the in-flight menu. It does impact performance, but my modest pc still holds 90fps. There is also an option to adjust the size of the terrain. It is set to Near by default, but also has Very Near, Medium and Far. It can be used to increase performance on your system if need be. The Oculus debug tool is great for measuring performance.

    The networked Observer mode is disabled at the moment, until I can make it work with Unity 5.6 correctly.

    Thank you for looking.

    Graeme
    Last edited by Rakku; 01-10-2017 at 11:31 PM.

  6. #6
    This looks interesting to say the least. Any idea when it will be available to download directly from Oculus?

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