"Half life VR" tech

…so in this Half Life VR game, there’s tech where you can like, move stuff around in the game world - I saw it on BBC Click! eg. there’s items on a shelf, and you can take stuff from there and into your inventory or whatever, and it disappears from the shelf (in the game world!). I’m wondering where to get -started- creating stuff with tech like this? How do I create a world like this? Do I just follow normal Blender and Armory/Godot tuts or what? Or is Unreal Engine NECESSARY? (hope not).

Half Life Alyx runs on source 2. If you really want to check it out, just uuuh, get it. It’s got mod tools. Even if you don’t have a headset there’s ways to access the content with a traditional player controller. Just stuff like puzzles and certain interactions won’t work. If your goal is just to study it, there’s no harm in buying the game though.

If you want to know more about it without spending money on hardware or software, watch gameplay videos of people playing through the newly released developer commentary mode.

But honestly, this trepidation you feel about learning UE4 or Unity is something that should be nipped in the bud asap if you’re serious about researching into vr game design. You NEED to learn SOMETHING that other people actually use. You should not wait the indefinitely long wait for Godot 4.0 to come out before you start learning the principles. That’s ridiculous.

I’ll tell you one thing right now though. You should not try to make an experience comparable to Half Life Alyx by yourself. You will die.

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They’ve made no attempt to ‘make a world like this’ before, don’t fool yourself into thinking they’re waiting for anything… the name is ‘justwannapost’, and their post history reflects just that. Every random thought that pops into their head: they just wanna post.

The question was ‘how do they make items dissapear?!!1!’, which… I guess it’d be better if they’d evolve, Pokemon-style, into ‘JustwannagooglebeforeIpost’


Look bro, I’m getting all the REQUISITE info together before I attempt anything. INCREASING amounts of all this 3D shit is being done “procedural” and “with AI” and whatnot anyway! Work smart, not hard, eh?

It’s very simple. Just get a VR headset, then start messing in Unity or Unreal. The rest is just up to your ability as an artist. Trying to compete with the quality Valve put into this game… is tough to say the least. Personally I choose the Minecraft style for my indie games :wink:

Let me also be a heretic for a second and just say that Zbrush + Substance is still superior to what Blender can do on the sculpting and texturing front, if you want AAA quality. Also top tier photogrammetry tools ain’t cheap either. Luckily Quixel is free with Unreal.

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Bro, respectfully: That’s not what I’m seeing here. I know the type that asks question after question without any practical application, and… they’re never the ones that then go on to do something with said information.
You think ‘Procedural’ and ‘AI’ is a replacement for knowing how to do this manually? They’re tools being used by people that know what they’re doing, and are letting computers handle specific bits.
Practice wins out over theory. Reading about how to draw for a year won’t help much when you haven’t held a pencil yet.


CG is something I’m “dabbling in”, at least for the moment, just to let you know.

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Here’s some honest advice: Dabble (and show) more, ask less random questions.