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vrchef's Introduction

Howdy 🤠

Hi, I'm Doğa. I've studied computer science at TOBB University of Economics & Technology, and I've been working with Unreal Engine since 2015..

For my Unreal Engine related work, you can access my Unreal Engine fork with various bug fix & improvement branches including custom PhysX 4.1 / Nvidia Blast implementation. Please refer to Unreal Engine Pull Requests for my PRs on Unreal Engine. You can also find bunch of other toy projects on the pinned repositories section below.

Lastly, you can follow Project Borealis to stay updated about the Half-Life 2: Episode 3 project I've contributed for a while. Also check out my work on an UnrealGameSync alternative PBSync, designed for Git LFS and actively used by the development team.

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vrchef's Issues

Chopping Ingredients

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As an user, I want to pick a sharp object(e.g, knife) using my hands, and cut slicable objects like tomato, apple etc. This action should behave as:

  • Objects that have “can be cut” characteristic can be cut with tools having characteristic “be able to cut”. (e.g. tomato, cucumber)
  • Tools that have “able to cut” characteristic should be able to cut objects that have “can be cut” characteristic. (e.g. knife)
  • Cutting objects make a cut sound effect with respect to user’s move.

Recipe Creation UI

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As an user, I want to create a recipe freely with a responsive UI. To achieve that, these conditions should be met:

  • “Add New Recipe” option in menu brings a scene that let user creates their own recipes.
  • At the center of scene there will be a paper includes steps of the recipe which is blank at the beginning. User can fill this recipe by dragging and dropping items from menus “ingredients”, “features”, “actions”, “quantity” and “tools”.
  • “Ingredients” includes which ingredient (e.g. egg) will be used in this step.
  • “Features” includes which ingredient will be in which form (e.g. half-baked) in this step.
  • “Actions” includes which moves (e.g. chop, fry, freeze) will be used for each ingredient in this step.
  • “Quantity” includes amount of each ingredient in this step.
  • “Tools” includes which tools will be used for each ingredient in this step.

Improvement on Frying Ingredients

Originally reported by Ertuğrul Güngör (Bitbucket: ertugungor, GitHub: ertugungor)


Some changes are needed to solve problems in the issue #4 such as:

  • Because of some foods are both can be fried and can be cooked, we need a flag to coordinate state of food. Also there is a need to fix in time of changing shader of food object.
  • Because of after frying process food still should be sliced, there is a need to fix in shader of food object.
  • Sound effect for frying process is missing.
  • Frying process should include "pouring oil".

Scoring

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


After creation of the scenario for selected recipe, game will track player’s actions in whole cooking process. These tracked actions can be:

  • Correctly cutting ingredients
  • Correct timing for frying, boiling etc.
  • Using correct ingredients
  • Correctly following instructions of the recipe
  • Finishing the cooking process in time
  • Swiftness for actions like cutting, peeling etc.

Scoring for the actions above will be parametric. These parameters will be decided and optimized in development period for achieving best scoring experience.


Peeling State

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


  • If user has a peelable object in hand, and a knife in the other hand, after knife touches to peelable object in the hand peeling state will start. User can cancel peeling state via dropping knife or/and object.
  • In peeling state , camera will focus on the object on user’s hand, and user will easily peel the object.
  • After fixed number of successful moves which is specific for each object, “finishing touch” will be appeared.
  • User will not be able to advance next step without “finishing touch”.

Cooking Ingredients In Oven

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As the player, I want to cook stuff in a oven. To achieve this, these conditions should be provided:

  • Each type of food should behave like they're cooked when stayed in a furnace for some amount of time.
  • This action can dim color of the food, or change on it's shape. It's up to parameters set on the object.
  • The oven object should be fully interactable, like interactable buttons on it, openable/closable cover, timer etc.
  • During baking, there will be a related sound to that action.

Improvements for Mesh Cutting

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


  • Mesh cutting should work perfectly with other components like "CanBeFried", "CanBeSqueezed" etc.

  • Knives should not cut objects if they are holding as reverse on hand, or if they're passing though mesh too slow.

  • Magic numbers on CanBeChopped.cs CanChop.cs SharpArea.cs should be converted to parameters.


Frying Ingredients

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As a user,

  • I want to fry objects that have "friable" characteristic. (e.g chicken, mushroom, potato) by using a tool that have "can fry" characteristic. (e.g frying pan)
  • I want to also use an oven by controlling hot plates (switching on/off, controlling fire level), want to see frying animation such as objects looking is changed smoothly during frying and want to hear frying sound during frying.
  • I want to use food after frying process. For example I want to be able to slice a fried chicken.

Chopping State

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


  • If user touches a chopping board when a choppable object on this board, and have a knife in his/her hand, chopping state will start. User can cancel chopping state via sliding board right or left.
  • In chopping state, camera will focus on the object on board, and user will easily chop the object.
  • After fixed number of successful moves which is specific for each object, “finishing touch” will be appeared.
  • User will not be able to advance next step without “finishing touch”.

Creation of Interactable Kitchen

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As the player, I want to interact with each tool in kitchen: grab them, throw them etc. I should be able to open/close each of drawers and cabinets in kitchen furniture, and use each equipment like owen, fridge etc.

To achieve this result, following actions should be done:

  • Buy an existing kitchen scene, or create one.
  • Put required kitchen tools on the scene for demo & testing purposes
  • Process the kitchen model to make it fully interactable by user (Create inside models for cabinets & drawers, edit pivots of buttons etc.)
  • Optimize the poly count of whole model to make it VR ready.

Creation of Food & Tool Model Population

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As the player, I want to use basic tools like knife, smasher, squeezer, frying pan, plate, glass etc. and have needed food kinds in my kitchen scene.

To achieve this, required model population should be created first. Required models will be gathered from web as free models or paid models.


Breaking Ingredients

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As a user,

  • I want to break objects that have "can be broken" characteristic. (e.g egg, plate, glass)

  • I also want to see the breakable objects that have been thrown, fallen from somewhere high or hit harshly to broke for feeling of realistic simulation

  • I want to hear breaking sound varying according to characteristic of an object for feeling of realistic simulation.


Kitchen Scene Improvements

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As the player, I want to have a fully functional kitchen scene. To achieve this:

  • Kitchen scene should have corresponding materials assigned.
  • Collisions of objects should be accurate.
  • There should be more empty space on bench.
  • There should be tools on the rack at the backside of the kitchen.
  • Cabinet & drawer interactions should be fully responsive to player.

Recipe Module

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


As an user, I want to be able to create any kind of recipe I want from foods in the simulation.

To achieve that:

  • A data structure should be designed for this purpose.
  • This data structure can respond required calls from object spawning module and recipe action observer module.
  • This data structure should can be saved into a file and can be loaded from this file back.

Object Grabbing / Dropping Action

Originally reported by Doğa Can Yanıkoğlu (Bitbucket: dyanikoglu, GitHub: dyanikoglu)


  • In object grabbing / dropping action, objects with reasonable size can be grabbed with user’s pressing controllers' button.
  • In dropping action, object can be dropped by user’s pressing controllers' button.
  • After object is dropped there will be a dropping sound with respect to materials’ properties and how the object is dropped.

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