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I recognize your name from the facepunch days. I think you updated my early SWEP templates, which AFAIK were the first "full-featured" template published on the
by hnuser123456 5y ago
I recognize your name from the facepunch days. I think you updated my early SWEP templates, which AFAIK were the first "full-featured" template published on the forums and proliferated everywhere. I didn't know you made your own GMod.
I wrote a VR GMod clone[1] based on Source2/SteamVR Environments, mostly in lua, with some basic HTML/JS/CSS for Panorama UI components, incorporating the usual art assets updated/ported for Source2 made by kind artists from the community with their permission. My work was mostly to re-write the physics gun and toolgun with UI/controller input bindings to the physics engine and my custom UI. Of course, all of the hard work is credit to the teams at Valve.
[1] https://steamcommunity.com/sharedfiles/filedetails/?id=2042998461 https://steamcommunity.com/sharedfiles/filedetails/?id=20429...
- andrewmcwatters 5y agoI'm not sure if I edited yours. I created one of the first ports from C++ to Lua of the Half-Life 2 and Counter-Strike: Source weapons that allowed you to mod those. I'm also the author of Planimeter's (previously Team Sandbox's) Half-Life 2: Sandbox reference implementation, which was the first Source engine game to use LuaJIT. We also ported the base code to allow users to use Lua in other games as a Valve Server Plugin. It relied heavily on reverse engineering.
- hnuser123456 5y agoWow, I wish I stayed closer to gamedev. I would love to see (MP) VR dev made more accessible. The Source2 used in HL:A doesn't support MP (and still has many missing tools), and the Source2 used in SteamVR environments is very barebones and an earlier version of the engine. It looks like Garry's S&box is going to be the "most-feature-complete" version of Source2 for modding/additional development. Using Unity for VR seems silly if not used for VRchat where the social scene already is, unless making a new unique standalone title from near scratch. Using UE5 seems tempting, if a bit corporate, but I'm not sure how far their VR/VR-MP integration is, plus UE5 seems overly heavy for VR on typical hardware. Once it's not prohibitively expensive to run raytracing in VR, we're going to see some cool stuff.