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Portfolio

Kinjo C++

Microsoft Kinect meets Jaco robotic arm. The task was to make the jaco arm to take objects we clicked in the kinect image and put them in a box. The challenge was to convert coordinates between the different coordinate systems using SVD. Furthermore, it was a new thing for a media computer scientist to work with APIs that close to actual hardware. The Project was part of a complex practice for the Topic Computer Graphics at the Technische Universitaet Dresden. Click here for Github Project
Prove that we succeeded can be found in the following video:

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PersPACtive MAN

PersPACtive MAN is the first playable project made by Mario Rumrich. It started as scientific approach to identify how the camera perspective affects the player. The idea is to take more and more camera perspectives away from the player when he/she loses lives. There is still some work to do to release it on Android and Steam, like meta game features (Leaderboard), different styles and levels that are not 1 to 1 copies of PACMAN. The AI is actually exactly the same as in pacman. Some time in the future, some more enemy behaviors may be implemented, after release.

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Living Kingdoms

This project was meant to be our big MMO game. Like every ambitioned beginner developer, we had to chose the biggest available monster. So we based our game on a dedicated server – client structure, so all systems work from the beginning with networking. After a while we realised that this will never finish this one and so we scaled it down. The team members were switched now and then and so did the project. It never lost its charm but with all the changes in our lives, we had to pause the project.

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Build System & Radial Menu

A part of the Living Kingdoms project, that we separated to make a finished good. It is a networked build system similar to Ark, survival evolved. But with the promise to be as efficient to use as possible. The faster the player can build his imagined house the better. So we cut unnecessary double steps to slow the player down like placing only a frame and hammering it until it is completely built up. To choose what to build we use a radial menu with multiple rings, so going from one menu to another is quicker. After we finished a first prototype we had to share it with some friends to test networking in a real life situation. So to share the game, we built a launcher in Visual Basic (I know, why not C#? idk) It downloads the latest version and is used to install the game. In case we revive this one, then it will be accessible here.

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Master Thesis - VR Interaction Prototype

The practical part of my masters thesis, I wanted to build a prototype with which I could check out the gestures and interaction mechanisms that would work well with VR. I used the following technologies to experiment with: Microsoft Kinect 2.0, that tracks the user's overall body. With this I was able to solve locomotion by lending towards desired movement direction. It looks a bit funny, but actually feels somewhat immersive and more natural than to push a button to move. In the video you can see how that goes. Furthermore the Kinect can track some hand gestures, that I used to make object placement operations work. Leap Motion Controller, it is mounted in front of the Oculus Rift. With this setup the hands and finger movement is tracked in the user's field of view. You can see the different gestures in the video below. Oculus Rift CV1 enables the user to dive into the VR environment. Both, Oculus and Leap Motion work with IR lights. At first it was feared that they could interfere and stop working properly, fortunately is works just fine together. Unreal Engine 4.12 as game engine was used to combine all the technologies and for fast prototyping. The Video below shows the project in action. A small study was created to find out which of the gesture sets would be superior, work just okay or miss the point. The use of the Oculus Touch Controller was meant to contrast haptic free gestures with a haptic controller. With this experiment, I found out that the main reason for worse performance using free hand gestures was that not the gestures or bad hardware sensors are the problem but the leck of haptic feedback. We will most likely not see "Minority Report" or "Gamer" like gestures in real life because of that. Too bad, but good to know. In an early version of the Prototype and using a middle class computer, it had a low frame rate. With only 12fps it was next to impossible to use the gestures. Even smoothing out the inputs did not help. With a high end computer and 90fps the gestures were no longer a problem, visual feedback was quick enough and no one complained about bad performance anymore.

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Darco - Reign of Elements

An Unreal Engine 4 Project for a client in Dresden. The game was available on Steam for a few months and has been shut down for the lack of financing. The player is a mechanic who has a Dragon as his companion. It takes place on enormous flying ships, including survival, PVP, Dungeons, Crafting and Base Building. TP-Studios was a small Startup with the goal to release a survival game. The team members were recruited locally and even across Germany. We had very different experience levels and almost no one of them had, prior to Darco, worked with UE4. Except for me. Below are the trailers of the game which still are available on YouTube.

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Freaky Tower Game

A hobby project at which I build my first multiplayer lobby system. The game is a pvp tower defense game. Units spawn automatically at players headquarters and begin to move along fixed routes to control towers. At each control tower, the player can determine how many units to gather before rushing as a wave towards the next target, which is also set by the player. Additionally the player can place towers that can be mounted with abilities (a lot like gemcraft chasing shadows).

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Freaky Asteroid Visualization

This small Experiment was meant to show if it is possible to visualize all known asteroids with Unreal Engine 4. At the time of the experiment 777.813 asteroids were known at the MPCORB asteroid database. //LINK The result is, yes it is possible, but they are so sparse that not all of them can be seen in one image. Loading the scene takes a while as well. At the moment it is not feasible to move them all in every frame and keep a reasonable frame rate. Maybe some more threads to calculate the new positions may help with that but still not every asteroid would then move every frame. A small Python script that I wrote turns values from the MCORP .dat file into the .csv file that I needed to import it into the Unreal Engine. The Video shows the enormous expense of our solar system and the great work of earths astronomers. I added the moving Planets as well for scale. You can see the asteroid belt very good. It looks extremely dense, but the size of the asteroids is way bigger in the simulation than in real life, because they would be invisible (smaller than 1 pixel) in the distance. Please let me know in the Videos comment section if you would like to have a VR version of this simulation with nicer asteroids and planets.

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Freaky Duell Game

With the Freaky Duell Game I wanted to test if a rhythm game with 3D Elements is a good idea with Unreal Engine 4. For the meta game I wanted to use the android client with a dedicated server running on Windows. So I figured out that an android device can even work as listen server. I was not pleased with the performance of my 3D touchable objects. It worked over all but it did not feel right. I think some feedback and more error tolerance can fix the issue though. Or maybe switch to 2D Widgets instead.

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Non Disclosed Android App for Sentronic

This Android App Project for Sentonic GmbH was shown on different occasions at fairs/conventions and showed some new possibilities regarding state of the art software ideas. As far as I know that helped my client a lot to get better feedback and realise, what to develop in the next month.

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Non Disclosed Qt Application for Sentronic

This project is about an application based on Qt. Everything else is not disclosed and secret.

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mariorumrich.freakylabs.de

This Website is actually my first one since I managed to get around Web-Development nicely during my masters studies. Now I feel I missed something so I chose to make this website myself. I used bootstrap and codeigniter. This is data driven by a MySQL database, all the tables and contents are self made. Thanks to David, he helped me out to get into the topic faster.

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