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We no longer support CaveUT, but it remains useful, and several installations still use it. Our friends at the Intelligent Virtual Environment Lab (IVL) at the University of Teeside are working on a new way to use the modern Unreal Engine for immersive displays. We will announce it here as it is ready for public release.

CaveUT is a set of free modifications to the game, Unreal Tournament 2004 as a software platform for CAVE multiscreen immersive displays. The screens can be assembled in any configuration, with one computer per screen connected over a small local LAN. CaveUT will make sure the views are synchronized to create the illusion of a contiguous virtual world. CaveUT can be used by itself, but is much more capable when used with VRGL.

It also provides a cursor that can moved across all screens of the composite display. It allows the user to select active objects to trigger events, which the developer has to program. When used with VRGL, CaveUT can support multi-projector dome displays like the Earth Theater. Our installation of CaveUT comes with a separate package, UtVRPN, which allows the user to control viewpoint movement via a UDP connection. You can get the final version here, along with VRGL, and utVRPN, here:

The best general documentation we have is the last CaveUT themed paper we wrote (Jacobson and Preussner, 2010). CaveUT was first conceived of in 2000 and released in 2001. While it never gained wide use, it did achieve notoriety as a learning tool and a demonstration of how low cost commodity hardware can be used for virtual reality. We used it as the basis for most of our work for a decade. The history of CaveUT can be seen in our publications from 2001 to 2011.

Look here for older versions of CaveUT.

Credits for Version 2.0+

Jeffrey Jacobson: CaveUT was his big idea; general design and project management, testing and integration; provided content and wrote the rough draft of this web site; performed view rotation mathematics and wrote OpenGL code for CaveUT 1.1.; performed the physical design of the V-Cave design and provided instructions for replicating it.

Our utmost thanks to Epic Games for providing to us a read-only license to every version of their Unreal Engine, a powerful software platform for graphics rendering, physics, and networking. This has made development much easier over the years.

Version 2.5 is a complete rewrite produced by Gerke "Max" Preussner at Virtual Heroes Inc. Max and his company spent a great deal of extra effort doing a superb job. The code base is clean and stable. Jeffrey Jacobson produced all of the design specifications, software testing, and site installation.

Johanthan Hagwood at Psyonix Inc. wrote the new functions into CaveUT 2.0 and achieved better performance. His code served the MVRC and the Earth Theater well for the last two years, and was the basis for our the Gates of Horus game in a major learning study (Jacobson, 2011).

Credits for Earlier Versions

Aaron Allston: Edited the web-based documentation.

John DeWeese: Moved the CaveUT Mutator for UT2003 to UT2004, and made some bug fixes.

Zimmy Hwang: Wrote game code and provided general help with CaveUT version 1.1.

Willem de Jonge: Willem wrote VRGL, a modified OpenGL library package upon which CaveUT2004 depends. VRGL handles the perspective correction effects. Willem also write the view rotation math for the CaveUT Mutator.

Mike Lambert: Lots of code cleanup for CaveUT 2004, got the view rotations working for the player/operator view and fixed the jitter-lag problem in the spectator views.

Dr. Michael Lewis and his Useablity Lab: Provided extensive personal, academic, and material support. By extension, the creation of CaveUT is partially sponsored by AFOSR contract F49640-01-1-0542 through the Department of Information Sciences at the University of Pittsburgh. Thanks also go to everyone else in the department who have helped in other ways and generally tolerated Jeffrey Jacobson's creative process.

Joe Manjlovich: Designed the CaveUT2004 Mutator and the Linux version of CaveUT 1.2.

Dr. Mark Redfern and his Medical Virtual Reality Center: Permitted Zimmy Hwang and Jeffrey Jacobson to use the BNAVE for development and testing. By extension, the creation of CaveUT is partially sponsored by NIH P30 Grant DC05205 through the Department of Otolaryngology, University of Pittsburgh.

Ken Sochats' Visual Information Systems Center: Used CaveUT extensively, contributing much to user testing. Demonstrated it all over the Pennsylvania, and loaned equipment to the project.

Archive Project No Longer Active.