Finally after years of working on it, I released my real-time CSG asset on the Unity asset store!
Wednesday, August 24, 2016
Monday, April 11, 2016
I don't think I'll ever take it off ... pic.twitter.com/LImFLhFQjQ— Sander van Rossen (@logicalerror) April 6, 2016
Thanks so much for the CV1 @oculus !— Sander van Rossen (@logicalerror) April 6, 2016
Unfortunately I didn't have time to actually try it until the next day.
But then .. I plugged in my Oculus Rift and .. nothing.
I downloaded their compatibility tool and it said that my Intel i7-3930k processor isn't good enough, even though it's a lot faster than their minimum Intel i5-4590 processor according to all kinds of benchmarks.
So I got a little frustrated
looks like according to valve's steamvr performance test my machine is among the far high end of the required specs! I should get a vive— Sander van Rossen (@logicalerror) April 7, 2016
Then I started wonder if it was a software issue .. after all, it didn't automatically install anything when I plugged it in.
@Clavus I'm also wondering if there is any software / driver I need to install .. but I can't find anything anywhere— Sander van Rossen (@logicalerror) April 7, 2016
I do vaguely remember seeing this piece of paper in the Oculus Rift box that had a web address on it, but somehow it got lost.
I tried to find something on the oculus home page, looked for "downloads" or "drivers", but it didn't turn up anything. All I could find was the SDK stuff.
Finally I turned to twitter .. thankfully @Clavus helped me out
@logicalerror config utility or Oculus Home? For CV1 you manage it via Oculus Home.— Joeri van der Velden (@Clavus) April 7, 2016
Searching for "Oculus Home" finally made me find https://www.oculus.com/en-us/setup/.
Why was this virtually impossible to find from the main site?
Who knows .. I just know it cost me a lot of time.
@Clavus I was looking for drivers or downloads and could only find sdk's .. great now the setup wants me to reboot .. welcome to the 90's!— Sander van Rossen (@logicalerror) April 7, 2016
Finally some progress though!
After lots of uninstalling/reinstalling stuff & browsing I found the location of the error log.
@Clavus .. and apparently it fails at installing the visual c++ 2015 redistributables .. I already have vs2015 installed .. wtf— Sander van Rossen (@logicalerror) April 7, 2016
Now I managed to continue the installation
And then ..
Literally the first blue screen I've seen in years ..
I try again ...
@Clavus ok, after restart fortunately it automatically restarted half-way through the installation (no re-downloading!)— Sander van Rossen (@logicalerror) April 7, 2016
@Clavus no blue-screen this time during xbox controller installation. sensor & rift aren't found due to USB issues though *sigh*— Sander van Rossen (@logicalerror) April 7, 2016
So I guess the Oculus Rift really doesn't want to work with my onboard USB 3.0 ..
... even though I never had any issues with it before ...
@Clavus I guess I really need to get a USB card .. :-/— Sander van Rossen (@logicalerror) April 7, 2016
Fortunately @Clavus came through once again
So I bit the bullet and ordered an USB controller card. Since it worked for @Clavus I figured that it would be a safe bet.
4 long days later my PCI USB controller finally arrived..
I wasted time making the mistake to think that the incorrect connector was supposed to be attached to the card. Oops!
@Clavus so it fits, yay!— Sander van Rossen (@logicalerror) April 11, 2016
So now everything should go smooth now, right?
@Clavus well it still doesn't detect my oculus :( ... trying re-install of drivers— Sander van Rossen (@logicalerror) April 11, 2016
@Clavus card shows up in device manager .. oculus does not— Sander van Rossen (@logicalerror) April 11, 2016
So I try to try to use the repair option of the Oculus Setup.exe, which starts to re-download hundreds of megabytes of data ... again
@Clavus gah .. and now the setup fails because of course I installed my visual studio redistributable again .. ffuuuu— Sander van Rossen (@logicalerror) April 11, 2016
So I try to reboot, un- and re-plugging cables in and out, but to no avail.
@Clavus ... then the sensor shows up. Rift however, is not being detected.— Sander van Rossen (@logicalerror) April 11, 2016
Finally I give up. My Oculus Rift simply doesn't want to turn on.
I'm a sad panda today ...— Sander van Rossen (@logicalerror) April 7, 2016
PS. I'm going to assume that these installer problems will go away eventually, once Oculus starts realizing the problems with it.
And hopefully they'll make their USB code work with older USB plugs as well.
Now, I know I got the Rift for free, and I am grateful. But I have to be honest; had I bought the Rift, after buying a Geforce Titan for it and it still didn't work, I'd ask for my money back and buy a Vive instead. (and I'm saying that as an Oculus fanboy)
I know that you're supposed to have an expensive system to run a Rift on anyway, but it's unreasonable to force people to upgrade stuff that doesn't need upgrading.
My system worked fine with the DK1 and DK2, I see no technical reason why it shouldn't have been made to work with the consumer Rift as well...
I really hope this will be fixed somehow .... :(
Only bright side is that it's not a distraction anymore, I need to work on my real-time CSG Unity plugin anyway!
Tried to re-install oculus software since apparently new version was released.
progress! ... pic.twitter.com/qscFdUSFOw— Sander van Rossen (@logicalerror) April 12, 2016
Tried it at work:
ok, tried rift on machine at work, which meets their specifications. Still doesn't work. I guess I received an Oculus doorstop— Sander van Rossen (@logicalerror) April 15, 2016
Sunday, April 3, 2016
Here is some progress on CSG brush editing.
I decided I'll keep brush editing convex only for now, I really need to finish this plugin!
There's nothing that stops me from adding non-convex editing later on, it just means I need to handle a lot of of edge cases and that takes too much time right now.
As you can see in the video I also improved the grid rendering.
There are only some minor technical issues that I need to fix and then a list of trivial issues + polish.
Friday, January 22, 2016
Thursday, December 3, 2015
Since I can't work on it full time anymore the pace is a lot slower, it doesn't help that I need to spend a lot of time & energy on the eventual move to Copenhagen at the end of January.
But don't worry, I'm committed to finishing this plugin and it will get done!
In the meantime, here's some eye candy for you to enjoy :)
I wrote an importer that imports all the brushes from black mesa maps and turn them into the CSG brushes that my plugin uses. I also wrote an importer for the meshes (which was a huge time-sink, maybe I shouldn't have done that!)
After I got the importer working to a point where it was good enough (for my purposes at least), I did some performance testing .. and at first it was much slower than I suspected. It was interactive, but definitely not as fast as I thought it would be. It took me a while to figure out that I was actually, accidentally, updating all the >3000 brushes in the level every time I moved a single brush!
Monday, July 27, 2015
The bug had to do with several brushes having a surface that lie on the same plane and where sometimes the wrong surface would be categorized as being visible, such as a surface that should actually not exist anymore because it was removed by another brush.
Now I can finally focus on merging brushes on the edges where they intersect, this should fix all the problems I'm having with gaps between brushes. I already have a good idea on how to do this, so hopefully this shouldn't take too long.
Friday, July 10, 2015
Here's a video that shows some of the things that the plugin can already do (one of these days I'm going to show something more interesting than a couple of simple shapes)
Finally, I've been offered a job at Unity! So pretty soon now I'll start working there and do my best to help make Unity even better than it is :)
(and this is one of the reasons why I've had so many distractions lately)