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Descent 3 Source Code

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Re: Descent 3 Source Code

#151
post #70

Earlier quoted context omitted.

One of the most polished "flight" games in VR too, extremely immersive and perfect controls.

Did you have trouble with nausea?

I wouldn't get nauseas when I played Overload in VR, but I definitely developed a cold sweat fast. 30 minute sessions were a push and I'd need to recover after. The developers did all the best practices, but there's something inherently mentally stressful about a 6DoF game in VR while you sit still in a chair.

Re: Descent 3 Source Code

#152

I loved loved loved this game. Never understood why this concept didn’t become a whole genre. No actual up, 360 degree freedom, enemies that were smart and could snipe you. Wasted many hours back then and very eager to try this out.

> enemies that were smart and could snipe you I had Descent 1 on PS1, and I remember the box claiming the enemies adapted to your play style. Now that I'm older and have studied machine learning and some other AI techniques, I've always wondered exactly what that meant. I'm sure my PS1 wasn't doing gradient descent (heh). What tricks were behind the claim that the enemies learned and adapted to the player?

AIMain.cpp is 7kloc. Searching for relevant words yields nothing, but it's not impossible to code something along the lines of "if the players flies around like crazy, do one thing, if he sits in the corner, do another".

Re: Descent 3 Source Code

#153
post #111

Earlier quoted context omitted.

Data points would be interesting too. Someone saying "I used to get sick after 15min, and now I can play for 60min without a problem. I always stop playing right when I start getting sick". You know, just to see that it has happened to someone :-)

edit : well this became a bit longer than I initially planned, I think I just had a lot to share when it comes to my recent VR adventures. Well here I am: I initially got queasy as soon as I moved, then I'd immediately stop and take a break, longer breaks in the beginning. Initially I got a strong sense of de-realization / depersonalization after getting out of the digital world (i.e. looking at your hands and your b…

My experience is analogous to yours. Initial motion sickness, *strong* de-realization and de-personalization (especially with hands, but also my torso and legs).

Nausea didn't get better and seemed to be present when my head was turning but the camera was moving either the opposite way or in the same direction but too fast.

I have some really good memories of spending hours inside of Obduction VR (highly recommended if you liked Myst / Riven / The Witness / etc), but the de-realization was so severe that I ended up abandoning that form of entertainment out of concern for my sanity.

Re: Descent 3 Source Code

#154
post #142

Descent's control system is for me what cemented the "invert Y axis" on the mouse for controlling first person gaming forevermore. My brain absolutely clicked with the 6DoF mindset, but it has meant that all FPS games from that point on had to conform to it, even if the game wasn't in any way flying-based.

A mouse for Descent? We used to play with both hands on the keyboard- look, slide, and spin on the number pad, move, fire, etc. on the far left side. We're we alone?

Re: Descent 3 Source Code

#156
I was thinking about Microsoft’s Terminal Velocity, and I miss that you can play the sountrack CD. Descend and TV are exactly the same, do they share the same codebase?

Re: Descent 3 Source Code

#157
post #28

I played the original Descent over kali.net back in the day. Man, what great memories.

I've brought up Kali a few times on HN and never had anyone say they used it too. Glad to finally see another person! What an amazing piece of technology. I used it to play a modded version of Diablo's expansion Hellfire, which without Kali was single player only / LAN with a little hack. There was a great little community on that app.

I used to work with Jay. He had a consulting gig at my job "for the insurance." Intense dude.

Re: Descent 3 Source Code

#158

Fond memories of Descent. I bought a flightstick to play it. Also Descent was the first game in the 1990s I've played with a VR headset.

I also used a flight stick with Descent and Descent 2. I configured the hat switch for strafe up / down and strafe left / right. Later, I also bought a [Logitech Cyberman 2]( https://wiki.preterhuman.net/Logitech_CyberMan_2 ) 6-DoF controller for playing Descent, but it wasn't as satisfying as I had hoped. Part of the issue was moving / turning along multiple axes which limited the range of input from the controller…

It's strange how strangers you meet on the internet had the same experiences 30 years ago.
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