Superblock Progress Post
A Brief Recap
Project Name: Superblock
Project Team Members: Connor Smith & Anish Kannan
Project Description:
Superblock is a multiplayer Oculus Rift + Leap Motion VR game. Two users can play at one time, one person using the Oculus Rift, and another on a normal computer just using the leap motion. The game begins in a relatively empty room, with each user on one side of the room. Each player will be launching watermelons (because why not?) at each other.
The Rift player must avoid letting the melons hit their head, so they need to be ducking and dodging.
The Touch player must block the melons with their hand, closer to a regular game of pong.
Our Progress

Our game has come a long way since the Unity prototype we had last week. The primary goal of our project is primarily the same: The users must dodge and block watermelons while attempting to hit each other with those melons. There have been a few changes, so let's highlight all the games most updates features:
Here's another screenshot to show you a bit of an Oculus perspective

Don't ask why it's a different skybox. We're working on that
Thanks for reading! We'll probably make another post with a video and such.
The Rift player must avoid letting the melons hit their head, so they need to be ducking and dodging.
The Touch player must block the melons with their hand, closer to a regular game of pong.
Our Progress

Our game has come a long way since the Unity prototype we had last week. The primary goal of our project is primarily the same: The users must dodge and block watermelons while attempting to hit each other with those melons. There have been a few changes, so let's highlight all the games most updates features:
- The Leap user can use two hands to block melons, but cannot otherwise move
- (New!) The Oculus Rift user can now use one Touch controller to block watermelons
- If a watermelon gets past the Leap user, that's -1 point for the Leap user
- If a watermelon hits the Oculus user, that's -1 point for the Oculus user
- Boxing gloves are now used to hit melons, obviously, because it only makes sense
As for progress, we've accomplished quite a bit, with only a few milestones left that will be accomplished in the next few hours. Here's everything that we have implemented:
- Everything for the leap user renders as anaglyph. We think this is working. Not positive.
- Boxing gloves now update based on the hand positions of the Leap/Oculus user
- Users can see the other networked player, and their hands/head
- Collision detection works on melons, hitting other melons or player hand
- Walls have been added as stationary geometry
- (BASE) Melon positions are updated for both players, so the game is playable at this point
TODO:
There are still a few things left to do, but we're mostly done. Here's a short list of what remains:
- Melon needs to be a proper model with a texture, not just a cylinder bouncing around
- There needs to be actual win/lose conditions and points
- Walls need to be properly textured/visible
- Add some watermelon spawn mechanics
- Make a nifty video for those 5 extra credit points!
- Make sure anaglyph is working because I honestly can't tell
And that's it! We're so close! This was definitely a learning experience, and is going to be awesome for any future classes that require networking in OpenGL.
Here's another screenshot to show you a bit of an Oculus perspective

Don't ask why it's a different skybox. We're working on that
Thanks for reading! We'll probably make another post with a video and such.
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