

It was just me, Jaimie Zegby, Just In Case, crackyourspeakers and a few other guys pushing the engine and contributing to the javascript code base. can vouch for more or you can just view his response here You know back when there were only 5 voices on the forum and I was the primary contributor at the time But thanks for trying to take the credit.It seems that a lot of people are doing this now I was the one that introduced the concept to the community. Yes, I was recommending VorpX & reshade in 2017. So if you're going to try - I would recommend specifically designing and testing your game with VR in mind, rather than trying to convert it afterwards. 30FPS drop in my game see video and screenshots. In my opinion, it works well but does induce a moderate performance hit on frame-rate on my ApacheProVR/ Nvidia1070. In previous discussions here I've recommended Trinus, VorpX and reShade, as suitable methods of converting coppercube games to Fully emmersive VR (with head-tracking), Psuedo VR (Side-bySide with no head-tracking) and even red/cyan anaglyph (for paper 3D glasses if you don't have a headset).
COPPERCUBE VR 2018 PS4
I happily purchased Trinus and VorpX years ago for my PS4 headset and was one of the first things I experimented on with coppercube. I am also going to look for my other files that people are taking credit for.įor example, I built the very first fall damage algorithm in Coppercube which can be found in my Survival Template that is floating around somewhere in this community.Īt the time, the Survival Template was the first tutorial in the community on the topic and is still being used today by many members. I am going to get screenshots of my dialogue with proving that the rotation script that claims that he built was actually built by me in 2016. Before this test, Depth of field has never been successfully implemented.

Here is the original depth of field algorithm tests that I introduced into coppercube. Do not take credit for that which you did not build I will actually find everything and post it on this thread. People have been copying my experiments and claiming them as their own. People have been claiming my open source code for their own. That I built.Visit my channel for other firsts. So here is the original Multiplayer Script in Coppercube. There are a lot of trolls taking credit for my work.
COPPERCUBE VR 2018 SOFTWARE
You are allowed to package your games with this third party software and distribute them. (deprecated)īy following the above link, you can convert your games into VR for many different devices. I have done tests with this third party software and I can tell you that it works far better then the Coppercube 5 VR implementation.

Today I am introducing you all to VR in Coppercube. Much of my code still lives on today in the community in extensions and other built by the community. I have worked on many of your projects and I used to run a website called Marsh Town Madness where I shared all my code and all my secrets. I was the first person to build a commercial project in coppercube that had nothing to do with building games. I was the person that designed the original Multiplayer Road Map that people have adopted and used in their projects using bat files Coppercube command line functions and third party programming languages. I was the first person to get post processing effect injectors working with CC5 & CC6 and wrote about it extensively. I have been contributing to these forums for many years.

Ambiera Forum > CopperCube > Announcements and Showcase
