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There are updated videos of our UI floating around the internet. This one is pretty recent: https://www.youtube.com/watch?v=6HtOhbMSv5c& https://www.youtube.
by DanFeldman 7y ago
There are updated videos of our UI floating around the internet. This one is pretty recent: https://www.youtube.com/watch?v=6HtOhbMSv5c& https://www.youtube.com/watch?v=6HtOhbMSv5c&
Excuse the mood lighting, we're experimenting with eye-strain on the remote drivers.
- hobofan 7y agoThe mood lighting is not the main problem, cutting back and forth between two completely different viewpoints (feet- and eye-level) is. Especially in a 360 video where you are trying to transport the feeling that the driver is basically sitting it truck, this seems very counter-productive to your point.
- lallysingh 7y agoSounds like a great VR application
- mdorazio 7y agoTheoretically, yes. But I'd be concerned about fatigue and stress of having a current-gen headset on people all day long. Seems like 3D screens might be a better solution until headsets get lighter / more comfortable.
- lallysingh 7y agoGood point. They could try a CAVE environment, or only do it for the precise parts (e.g., reversing).
- mbbutler 7y agoIt doesn't look like the drivers get any tactile feedback from the wheel or the seat. Am I correct in that understanding?
- eldavido 7y agoStarsky engineer here. We are actively hiring developers to work on this system (we call it "tele-operation" internally). I'm currently (this afternoon) working on driving the latency of the communication in this system down even further by stripping it down to bare socket programming. We'd love to meet anyone who's done RTS games, first-person shooters, or anything else that involves keeping moderate amounts of state synchronized over medium-latency networks. :)
- toomuchtodo 7y agoHighly recommend pilfering folks from Riot Games’ engineering team based on chats with folks there. Solving similar problems.
- ncallaway 7y agoI've done a small amount, but mostly as hobbyist stuff. If you haven't looked at it already, Glen Fiedler has a great series on game networking on his Gaffer on Games blogs that covers a lot of those topics in ways that were really helpful for my implementations. https://gafferongames.com/tags/networking/ https://gafferongames.com/tags/networking/ It looks like his site is down, but it's also available on the internet archive: https://web.archive.org/web/20190405204744/https://gafferongames.com/tags/networking/ https://web.archive.org/web/20190405204744/https://gafferong.... It's all fairly high-level stuff, and I'm sure it mostly just retreads ground that you're familiar with, but I thought the explanations were all super-clear and helped crystallize a lot of thoughts that I already had but hadn't focused that well.
- bluescrn 7y agoRTS games are potentially one of the simplest cases for online multiplayer - a deterministic lockstep approach is possible, and you don’t send state over the network, just actions (e.g. ‘move group 1 to x,y’). And as unit control is indirect, an RTS can tolerate a few tenths of a second of latency much better that many game genres