It's just crazy how this one dude basically has THE best VR character controller. As a gamedev myself I can't tell how valuable this whole channel is to me as an information source alone. But the stuff he does is allways seriously impressive
Annnddd never releases any of it and restarts, and does the whole thing over again, and again, and again. This guy can’t release a single product after like 7 years in development.
@@thing4826I do remember him talking about object collision in one of his videos on the development of this engine. I can't remember which exactly as I've watched them all, but I definitely remember him talking about how immersion breaking it is when you hit something with an object, only for it to clip through and how he wanted to prevent it.
These are probably the most dynamic physics I've ever seen in VR! As a suggestion, shouldn't the harder materials like concrete crack and break if you manage to penatrate their surfaces?
Exactly ! It could be interesting to have a physical property to drive the "stability" of a material. For example dirt wouldn't be stable so no matter how much you stab it it's always going to resist and be add friction to pulling out, as if the material is moving to conform to the stabbing object and filling the gap again. Whereas marble/concrete would be more "stable" and wouldn't slow down pulling out an object as much, simulating a crack that won't close back on its own. Would be even cooler if repeated strikes progressively lower the stability of an object, as if to say its crumbling.
This makes me so nostalgic for the 2000's era emphasis on robust physics systems that seems to have waned in the subsequent decades. I can't wait to back this project on kickstarter! I am probably sounding like a broken record, but I really hope you end up licensing this system out. This being available to any earnest developer/studio could really breath some fresh life into VR and up the quality of games across the board.
the reason that these mechanics are so well implemented is because they aren't designed to work for as specific use and are designed to work in general. the choice to determine what can and can't be stabbed (or really how easy it is to stab), not by some boolean that can be changed as a setting, but by the density of the actual material is insane and really thought out.
@@dactorwatson4313 sure but if you take averages. Unless it's very rotten, even very soft woods aren't easy to stab through, and those are not very common to be used. While a loose pile or patch of dirt is very common. Wood is fibers held together by organic kind of glue (lignin), while dirt is just particles packed together by gravity, which is why there is a difference, it's not just the density that matters (dirt is more dense because each particle is made from heavier molecules tightly bound together) If someone were to implement the system for their own world, they could make as many variations as they want of course. Either way, the stabbing friction should get harder the further you've pushed in. You shouldn't just be able to keep pushing with the same force.
If you want to go for crowdfunding, I'd definitely like to see access to the tech demo in some tier. I've been following these tech demos as they've come out for the past 3 or 4 updates, and I just want to feel all this stuff myself! Would be very quick to pledge if i could jump in and try it all.
This little tech demo (with some things added or removed) will be out for everyone to really get people to see the uniqueness of this compared to anything else. Then I'm thinking to make a bigger expanded demo for backers if I go that route.
Just an idea: you could have a system where if limbs bend beyond there limits they can either go rag doll or extremely reduced strength to simulate broken, or tired limbs. This would work nicely as well for things like climbing, if you have a limb bearing a lot of weight it’s strength goes downover time temporarily. Having the feature of being tired or having broken limbs (limb strength) would be great for lots of other stuff too
Uh... What? This is VR, you control your limbs in real life to move your limbs in-game. There's literally no need to simulate "tiredness" lol, having it on legs would be annoying gameplay wise also
@@melonga7435 I disagree, if you hold a weight, for example, and bend your arm backwards, if the weight is greater value to the strength, it could, in this term: break backwards, and this guy more or less stated that it would be cool if something like that would happen, it would be cool to see the part of which the joint could be connecting to make limb or in turn make both parts to the joint seem limb or ragdoll-ish. Thank you o7.
This might be the first VR physics player I can actually imagine being able to play VR golf in without doing tricks like you see in Walkabout Mini Golf and the like, might be an interesting experiment sometime 😁
walkabout isn't too bad, feels relatively natural and consistent = easy to understand and playable golf it on the other hand was.. strange. but agreed would love to see a minigolf game with this engine
@@itspoidaman4957 Aye, Walkabout is great! I was mainly thinking about how Nimso's player arms behave in such a natural way that you could actually swing a club without having to change the length of the club mid-swing like Walkabout does or get the really odd behavior the player in Boneworks/labs experiences when swinging at lower angles
@@hisdarkestfear absolutely it'd be interesting to see, also having an actually physics based putter in this framework would be maybe an interesting experience, I wonder if it'd feel more or less natural by comparison
This is a really exciting project to me. Bonelab is cool and all, but at times, it's so obviously breaking physics, like when you can lift youself up with 1 arm stretched completely out. The way you're simulating a muscle system is super cool and makes it look so much better and more polished. I really hope this will have multiplayer and moddingfunctionality, because it could be incredible. Bonelab Fusion, for all of its many faults (especially the difficulty of getting it installed), is one of the best times I've had in VR, because of its multiplayer and modding capabilities. This seems to be an upgrade in every possible way, and I'm really looking forward to see where this is going in the future.
Man, you should find a way to sell a license to some or the full physics system or even the setup. This might help fund your project and allow other devs to try their hand on it.
I have been watching for years now, and I am continually blown away by your work, and since you are talking about the release (even if it is far off) the two things I want more than anything are multiplayer, and modding. The possibilities would be endless. Keep up the good work!
I would love to see you make the material stabbing more realistic. It's amazing what you have done, but it seems the object can go through as deep as it wants. What if you make it so the material stops at a certain point, because the friction gets multiplied the deeper the object goes in the material. So you could use the friction value, the density value and how much of the object is within the existing material, add some math to slow down the object until it can't move (You can still make it removable, but difficult), and there, realistic material stabbing. Obviously some materials can be stabbed as deep as you want, but wood for example will grip something like an axe with immense strength when dug too deep. (Love what you're doing, can't wait for the end result) (Edit: just thought that if you want to go the extra mile, you can also make it more difficult if you stab something against instead of with the grain. Once again the axe comes to play, if you want to chop wood you would do it with the grain because that's the weak point. This is not needed, but if you want great realism this is something to keep in mind)
him having so much fun with swinging around with rockets and showing off all of this makes me so happy! It's incredible how much this man has done with this, and it's so refreshing to see the developer himself having some fun in the process, too.
All the mechanics shown in these videos are spectacular and profound. Every video just gets better and better. I do like the more dynamic approach you take to physics VR too, more realistic while eliminating limitations. (For example, being able to stab concrete with enough force or being able to use 2 hands on anything.) It's always satisfying seeing robust versatile systems instead of boolean checklists. Good job!
MY BRO MY PAL ISSSSS BACK!. You are amazing seriously, I have a oculus quest 2 and I am a fan of VR and physics game so seeing your project makes me very happy. You are revolutionizing the physics games of VR
Not only is this guy doing so much for the VR community, but its refreshing how he's having so much fun doing it. You can tell he enjoys very much his work.
Everything about this video is beyond fascinating. Nothing can describe the amount of joy and satisfaction I feel when viewing a game with this many well coded mechanics. It's surely going to turn into something beautiful, I'm absolutely funding this on patreon! Hope you do a kickstarter :)
36:28 THIS is why what you are doing is unique and incredible and revolutionary. I n no other game could you do something so weird, cool and fun that wasn't expressly coded in and have it just work so well.
Always get excited for a new video by you :) I definitely think this project (and you) deserves proper funding, because I'm sure it will have massive influence on the future of VR.
Nimso if you wanted a good way to represent and ward off all the comments about wobbly physics you could also apply in psychological standpoints or physical standpoints that if you had a pain suit, you'll know you can pick up that sledge hammer with one hand, but with the proper arm structure and motion the pain is gone or shifted to a new part of the body, this demonstrates the urgency of needing either a firm grasp or a new solution to how you hold or pick it up
25:00 The force weight is really cool. i can envision being able to increase the amount of force pull strength with upgrades, and also perhaps it could scale similar to how master chief is stronger.
I was really thinking "wow that glass sounds so real, it sounds exactly like if I hit glass on something" around a minute later, it turns out you actually just recorded it by hitting glass on different things
A game with VRCs instance finder and Bonelab/works physics is my dream game, honestly. Just phasing through people seems so jarring and immersion breaking, but I suppose in more cramped lobbies it makes sense.
I think a demo first before crowd funding would be great to showcase what you have so far and gives the consumer a vision/trust on the product they are helping to fund. Looking amazing as always btw :))
I started following you back in the 'spiderini' video days, it's good to see you still grinding down this interactive physics codebase into further levels of refinement. You make all these interactions look super slick and I'm, excited to see what it's actually like to use them myself in the tech demo. If its as good as my optimistic side is hoping for I can't help but feel like this is going to be a massive leap forward for everybody.
The new updates are looking CRISP, I love this yt devlog series, honestly one of my favorites, maybe some time in the future you could do an inside the engine showing you working your magic, can’t wait for the public beta to release, and I was going to say to take your time with the updates, but you updated SO MUCH in not that long, keep up the good work man
I beleive the advancements hes making here for VR can really make huge changes in even non VR game physics, his tying properties to the materials rather than objects is insane, this is someone that loves what hes doing.
I absolutely need to see the game you're envisioning! Someone viewbot this so its shared more /j DUDE THE SOUNDS ARE SO SATISFYING also stabbing has friction?? stabbing with a bottle is hilarious
Very cool! I love seeing someone taking all those small mechanics that you would normally make for a small junky demo and actually combine them into something special and polished!
You're doing an amazing job man, I really hope you can secure some funding! Commenting to drive some engagement and hopefully get this video seen by more people!
Seriously impressive stuff dude! I'm just curious why dirt has more friction/higher density than wood? Also a very minor thing and I don't know how easy it would be to change but at 38:38 when the watermelon gets smashed, I think it looks just a little bit odd for the hammer to bounce back up as much. Amazing work though man, I can't wait for the release of this tech demo!
this is incredible! i hope you'll consider publishing / licensing this as a library or SDK or something (once you've got your own game sorted), your work seems like it could improve the whole VR ecosystem ^_^
best video yet i love it, i was planning on only watching half now and half later but it was so good i didnt even realize it was the end until you started doing the outro lol. the way you speak is so nice and calming and the music is happy and joyful and your game is so interesting to watch. i love how you go over and analyze everything so descriptively and meticulously. my only thing to improve on is that the mic was getting a little loud and your old mic does sound much smoother and nicer. you did say that this headset was much easier to use so perhaps a high quality external mic could be good. much love nimso 🦔❄
You just made one of my dreams come true: to make a breakable bottle in VR! No joke, I've been wanting to do since I got my first VR headset (DK2) haha. Awesome work, can't wait to see where this will go next!
This is truly amazing. The awesome attention to detail just makes me giddy. I especially love the material-based sound system and how dynamic it can be. I've been wondering why nobody seems to have done things like these with this level of care before... originally I thought maybe it was to do with performance and just too many little things adding up, but is it just that nobody has taken the time and care to implement all these things before Nimso?
The grapple looks awesome, you should add a elasticity version for bongie jumps 😂 and for draw string bridges. Oh! Also make magnetic thrusters for objects
With the leg collision and with them colliding into each other when crossing over, its different in real life, I feel. What happens is that your brain knows when to stop the internal side step towards the other leg to avoid pain (smacking ankles together). Is it possible to implement a maximum sidestep value or something of the sort? I find this stuff very interesting the closer it gets to reality, which is exactly what your doing. Big ups to you brother
This man is single handedly advancing the medium of vr, major respect!
It's just crazy how this one dude basically has THE best VR character controller. As a gamedev myself I can't tell how valuable this whole channel is to me as an information source alone. But the stuff he does is allways seriously impressive
Annnddd never releases any of it and restarts, and does the whole thing over again, and again, and again. This guy can’t release a single product after like 7 years in development.
@Atlas_966 yeah it's kinda like starcitizen. But how I understand it is that he's now on the way to release this
@@Atlas_966I’m pretty sure the game is near completion.
@@g-starthefirst where is the gameplay then? We only see mechanics without any story, enemies, goal, nothing. It's not even a game, just a tool.
The way those parries look with the sword, so natural. No swords getting stuck on the physics
I haven't watched this channel much has he talked about it before? I know physics engines tend to hate thin objects colliding with other thin objects.
@@thing4826I do remember him talking about object collision in one of his videos on the development of this engine.
I can't remember which exactly as I've watched them all, but I definitely remember him talking about how immersion breaking it is when you hit something with an object, only for it to clip through and how he wanted to prevent it.
Dude casually showing off his sword skills
These are probably the most dynamic physics I've ever seen in VR! As a suggestion, shouldn't the harder materials like concrete crack and break if you manage to penatrate their surfaces?
Exactly ! It could be interesting to have a physical property to drive the "stability" of a material.
For example dirt wouldn't be stable so no matter how much you stab it it's always going to resist and be add friction to pulling out, as if the material is moving to conform to the stabbing object and filling the gap again.
Whereas marble/concrete would be more "stable" and wouldn't slow down pulling out an object as much, simulating a crack that won't close back on its own.
Would be even cooler if repeated strikes progressively lower the stability of an object, as if to say its crumbling.
This makes me so nostalgic for the 2000's era emphasis on robust physics systems that seems to have waned in the subsequent decades. I can't wait to back this project on kickstarter!
I am probably sounding like a broken record, but I really hope you end up licensing this system out. This being available to any earnest developer/studio could really breath some fresh life into VR and up the quality of games across the board.
its crazy that red faction guerilla is the best physics based terrain destruction game and it was made in 2009.
the reason that these mechanics are so well implemented is because they aren't designed to work for as specific use and are designed to work in general. the choice to determine what can and can't be stabbed (or really how easy it is to stab), not by some boolean that can be changed as a setting, but by the density of the actual material is insane and really thought out.
Proper physics is vital for the future of VR and immersion. If funding helps you achieve it, then I think it's a great idea.
The stabbing physics were soooo satisfying, wish they left a mark though afterwards
Yes!!
dirt should be way less dense than wood tho in terms of how easy it is too stab...
I mean, depends on the type of wood and the type of dirt, no? A lot of dirt is very dense and some woods are very porous
@@dactorwatson4313 sure but if you take averages. Unless it's very rotten, even very soft woods aren't easy to stab through, and those are not very common to be used. While a loose pile or patch of dirt is very common.
Wood is fibers held together by organic kind of glue (lignin), while dirt is just particles packed together by gravity, which is why there is a difference, it's not just the density that matters (dirt is more dense because each particle is made from heavier molecules tightly bound together)
If someone were to implement the system for their own world, they could make as many variations as they want of course.
Either way, the stabbing friction should get harder the further you've pushed in. You shouldn't just be able to keep pushing with the same force.
Maybe too much to ask, But the stabbed locations should ofcourse be more easy to stab a second time!
If you want to go for crowdfunding, I'd definitely like to see access to the tech demo in some tier. I've been following these tech demos as they've come out for the past 3 or 4 updates, and I just want to feel all this stuff myself! Would be very quick to pledge if i could jump in and try it all.
From the video, he plans to release the kickstarter alongside the (presumably free) tech demo.
This little tech demo (with some things added or removed) will be out for everyone to really get people to see the uniqueness of this compared to anything else.
Then I'm thinking to make a bigger expanded demo for backers if I go that route.
@NimsoStudios I love hearing this. This seems like the perfect middle ground
Just an idea: you could have a system where if limbs bend beyond there limits they can either go rag doll or extremely reduced strength to simulate broken, or tired limbs. This would work nicely as well for things like climbing, if you have a limb bearing a lot of weight it’s strength goes downover time temporarily. Having the feature of being tired or having broken limbs (limb strength) would be great for lots of other stuff too
Uh... What? This is VR, you control your limbs in real life to move your limbs in-game. There's literally no need to simulate "tiredness" lol, having it on legs would be annoying gameplay wise also
@@melonga7435 I disagree, if you hold a weight, for example, and bend your arm backwards, if the weight is greater value to the strength, it could, in this term: break backwards, and this guy more or less stated that it would be cool if something like that would happen, it would be cool to see the part of which the joint could be connecting to make limb or in turn make both parts to the joint seem limb or ragdoll-ish. Thank you o7.
This might be the first VR physics player I can actually imagine being able to play VR golf in without doing tricks like you see in Walkabout Mini Golf and the like, might be an interesting experiment sometime 😁
walkabout isn't too bad, feels relatively natural and consistent = easy to understand and playable
golf it on the other hand was.. strange.
but agreed would love to see a minigolf game with this engine
@@itspoidaman4957 Aye, Walkabout is great! I was mainly thinking about how Nimso's player arms behave in such a natural way that you could actually swing a club without having to change the length of the club mid-swing like Walkabout does or get the really odd behavior the player in Boneworks/labs experiences when swinging at lower angles
@@hisdarkestfear absolutely it'd be interesting to see, also having an actually physics based putter in this framework would be maybe an interesting experience, I wonder if it'd feel more or less natural by comparison
This is a really exciting project to me. Bonelab is cool and all, but at times, it's so obviously breaking physics, like when you can lift youself up with 1 arm stretched completely out. The way you're simulating a muscle system is super cool and makes it look so much better and more polished.
I really hope this will have multiplayer and moddingfunctionality, because it could be incredible. Bonelab Fusion, for all of its many faults (especially the difficulty of getting it installed), is one of the best times I've had in VR, because of its multiplayer and modding capabilities. This seems to be an upgrade in every possible way, and I'm really looking forward to see where this is going in the future.
Man, you should find a way to sell a license to some or the full physics system or even the setup. This might help fund your project and allow other devs to try their hand on it.
These physics would make for the BEST multiplayer sword fighting game in VR's history
I have been watching for years now, and I am continually blown away by your work, and since you are talking about the release (even if it is far off) the two things I want more than anything are multiplayer, and modding. The possibilities would be endless. Keep up the good work!
I would love to see you make the material stabbing more realistic. It's amazing what you have done, but it seems the object can go through as deep as it wants. What if you make it so the material stops at a certain point, because the friction gets multiplied the deeper the object goes in the material. So you could use the friction value, the density value and how much of the object is within the existing material, add some math to slow down the object until it can't move (You can still make it removable, but difficult), and there, realistic material stabbing. Obviously some materials can be stabbed as deep as you want, but wood for example will grip something like an axe with immense strength when dug too deep. (Love what you're doing, can't wait for the end result)
(Edit: just thought that if you want to go the extra mile, you can also make it more difficult if you stab something against instead of with the grain. Once again the axe comes to play, if you want to chop wood you would do it with the grain because that's the weak point. This is not needed, but if you want great realism this is something to keep in mind)
Sword physics looks so satisfying!
I need some good sword Physics for my project.
him having so much fun with swinging around with rockets and showing off all of this makes me so happy! It's incredible how much this man has done with this, and it's so refreshing to see the developer himself having some fun in the process, too.
Would gladly pay for a dev kit release of this. Would revolutionize the VR industry overnight.
And big money.
19:53 that is probably the coolest thing I've seen in vr, just that shift in hand position to get more leverage is amazing
slowly, and in the background - this man and his team (if that exists?) will single handedly evolve vr into what it was always dreamed of being.
All the mechanics shown in these videos are spectacular and profound. Every video just gets better and better. I do like the more dynamic approach you take to physics VR too, more realistic while eliminating limitations. (For example, being able to stab concrete with enough force or being able to use 2 hands on anything.) It's always satisfying seeing robust versatile systems instead of boolean checklists. Good job!
Thank you for taking the steps towards making my VR headset not be an expensive dust collecter.
I would love for this project to have a kickstarter, you seriously deserve it, not even mentioning the good your doing for other vr developers
epic voice actor cameo from that glass, really cool
MY BRO MY PAL ISSSSS BACK!. You are amazing seriously, I have a oculus quest 2 and I am a fan of VR and physics game so seeing your project makes me very happy. You are revolutionizing the physics games of VR
I need to see a Hybrid Engine version of Skyrim. That would be unrivaled.
Been watching your progress since I was 14 now I’m 22 time flies and so does your progress. Best vr dev to walk😤
Not only is this guy doing so much for the VR community, but its refreshing how he's having so much fun doing it. You can tell he enjoys very much his work.
That was a freaking milestone here❤❤❤ wish vr game developers would implent this system, it would be the perfect solution for having realistic combat
The grapple swing was an amazing thing to see, looks extremely fun!
Its always so refreshing to see your love in developing for VR
Brings me a smile everytime
As always the most impressive VR demo to this date.
Your work is sooooooo underrated. Props to you
I think that a kickstarter would be beneficial to you and the project. I personally would try to pay money for this
The Nimso Studio mantra: "But it's more than that..."
Id be so happy playing this demo with my buddies in the future :)
The way you make this project look so fun. It's making me smile like am the one playing with the physics.
Everything about this video is beyond fascinating. Nothing can describe the amount of joy and satisfaction I feel when viewing a game with this many well coded mechanics. It's surely going to turn into something beautiful, I'm absolutely funding this on patreon! Hope you do a kickstarter :)
It’s coming along great! I love that the big boss guy is physically stronger in the game, that’s pretty cool
That swordfighting segment... wow
Imagine if SLZ and him worked on the a game together, it would make society into that futuristic pic meme
this dude making the best vr experience. the muscles system is insaaane
36:28 THIS is why what you are doing is unique and incredible and revolutionary. I n no other game could you do something so weird, cool and fun that wasn't expressly coded in and have it just work so well.
The weight physics look so good that my arms hurt watching your avatar struggling golding it at the end of the handle
I always look forward to your videos every month!
Always get excited for a new video by you :)
I definitely think this project (and you) deserves proper funding, because I'm sure it will have massive influence on the future of VR.
Awesome. Tbh this seems like it would be most incredible in a multiplayer open world survival sort of thing
DUUUDE I LOVE THE SOUND STUFF!!! please continue all that cuz i think sound is always overlooked in games and never given that realistic feel
Nimso this is amazing! I'm floored by the work you've done!
40:46 oh you thought you we're sneaky I'm on ironically hyped for this game
Even after the game is completed, I think it would still be super fun to play around in this testing area.
The force pull should pull back on the player!! it would turn the instant at 35:50 into a cool mechanic! Amazing work!!
As a game dev, I truly do agree with what you are saying about funding.
Nimso if you wanted a good way to represent and ward off all the comments about wobbly physics you could also apply in psychological standpoints or physical standpoints that if you had a pain suit, you'll know you can pick up that sledge hammer with one hand, but with the proper arm structure and motion the pain is gone or shifted to a new part of the body, this demonstrates the urgency of needing either a firm grasp or a new solution to how you hold or pick it up
25:00 The force weight is really cool. i can envision being able to increase the amount of force pull strength with upgrades, and also perhaps it could scale similar to how master chief is stronger.
the weight and friction mechanics are so cool!
I really like how nimso is enjoying himself
I was really thinking "wow that glass sounds so real, it sounds exactly like if I hit glass on something"
around a minute later, it turns out you actually just recorded it by hitting glass on different things
A game with VRCs instance finder and Bonelab/works physics is my dream game, honestly. Just phasing through people seems so jarring and immersion breaking, but I suppose in more cramped lobbies it makes sense.
I think a demo first before crowd funding would be great to showcase what you have so far and gives the consumer a vision/trust on the product they are helping to fund. Looking amazing as always btw :))
I started following you back in the 'spiderini' video days, it's good to see you still grinding down this interactive physics codebase into further levels of refinement. You make all these interactions look super slick and I'm, excited to see what it's actually like to use them myself in the tech demo.
If its as good as my optimistic side is hoping for I can't help but feel like this is going to be a massive leap forward for everybody.
The new updates are looking CRISP, I love this yt devlog series, honestly one of my favorites, maybe some time in the future you could do an inside the engine showing you working your magic, can’t wait for the public beta to release, and I was going to say to take your time with the updates, but you updated SO MUCH in not that long, keep up the good work man
Nimso always suprise us
Love the weight-based force-based pull!
This looks incredible i'll be sure to follow along. You seem to be very passionate and im here for it.
I would love to see a VR lethal company with these realistic carrying physics!
this is insane, i remember one of your earlyer videos... you have come so far, there's truly nothing like this
Me: god give me strength
Nimsony:
nimsony?
@@axolotl482 new here?
Old name, the new one is actually my original online name and is also more legally comfortable.
I beleive the advancements hes making here for VR can really make huge changes in even non VR game physics, his tying properties to the materials rather than objects is insane, this is someone that loves what hes doing.
this is the most fascinating thing ive ever seen for vr you cannot do that with your shoulder in bonelab or b&s
How is it possible that this guy isn't famous this stuff is awesome
I absolutely need to see the game you're envisioning! Someone viewbot this so its shared more /j
DUDE THE SOUNDS ARE SO SATISFYING
also stabbing has friction??
stabbing with a bottle is hilarious
Very cool! I love seeing someone taking all those small mechanics that you would normally make for a small junky demo and actually combine them into something special and polished!
I can't wait to see a full game that uses all of these physics
You're doing an amazing job man, I really hope you can secure some funding! Commenting to drive some engagement and hopefully get this video seen by more people!
The way that the muscles actually function and support like real muscles is so cool. Also your sword skills were super satisfying!
maybe you can make some procedural sound system or something, also it would be funny to see the stuff you put on your back jiggle around with physics
Seriously impressive stuff dude! I'm just curious why dirt has more friction/higher density than wood? Also a very minor thing and I don't know how easy it would be to change but at 38:38 when the watermelon gets smashed, I think it looks just a little bit odd for the hammer to bounce back up as much. Amazing work though man, I can't wait for the release of this tech demo!
this is incredible! i hope you'll consider publishing / licensing this as a library or SDK or something (once you've got your own game sorted), your work seems like it could improve the whole VR ecosystem ^_^
the grabing mechanic is so damn sexyyyyyyyyyy
This quite the silver lining literally!
people thought Boneworks was was insane? this takes things to a whole new dimension
Great video like always, cant wait for the tech demo!!
This guy is singlehandedly beating entire multi-billion dollar companies. Absolutely beautiful.
best video yet i love it, i was planning on only watching half now and half later but it was so good i didnt even realize it was the end until you started doing the outro lol. the way you speak is so nice and calming and the music is happy and joyful and your game is so interesting to watch. i love how you go over and analyze everything so descriptively and meticulously. my only thing to improve on is that the mic was getting a little loud and your old mic does sound much smoother and nicer. you did say that this headset was much easier to use so perhaps a high quality external mic could be good. much love nimso 🦔❄
The best vr physics I've ever seen. I'm really looking forward to trying it
36:28 absolutely insane lmao
absolutely fantastic work! super excited to see this tech demo release!!!
This game will be a revolution!
You just made one of my dreams come true: to make a breakable bottle in VR! No joke, I've been wanting to do since I got my first VR headset (DK2) haha. Awesome work, can't wait to see where this will go next!
This is truly amazing. The awesome attention to detail just makes me giddy. I especially love the material-based sound system and how dynamic it can be. I've been wondering why nobody seems to have done things like these with this level of care before... originally I thought maybe it was to do with performance and just too many little things adding up, but is it just that nobody has taken the time and care to implement all these things before Nimso?
This is phenomenal work! Would love to see this system implemented in more PSVR2 games. Even a sandbox demo game would be very satisfying.
The grapple looks awesome, you should add a elasticity version for bongie jumps 😂 and for draw string bridges. Oh! Also make magnetic thrusters for objects
With the leg collision and with them colliding into each other when crossing over, its different in real life, I feel. What happens is that your brain knows when to stop the internal side step towards the other leg to avoid pain (smacking ankles together).
Is it possible to implement a maximum sidestep value or something of the sort?
I find this stuff very interesting the closer it gets to reality, which is exactly what your doing. Big ups to you brother
Those sound effects 🔥🔥🔥
I would love to know how to do that when I build out my first full vr game in the second half of this year
It's so cool to see how you improving your project and your passion about it!
I hope that this amazing system can become common place for VR
good stuff dude! physics sandboxes are my favorite i could spend hours just in this demo
Finally! A new video