Full-Dive VR: Difference between revisions
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For example, you can walk up a stairs with a Full-Dive VR game. | For example, you can walk up a stairs with a Full-Dive VR game. | ||
Also, you must be able to bump your head against the wall/ceiling. | Also, you must be able to bump your head against the wall/ceiling. | ||
The head of the user is treated like a god object. The position is set by the tracker-input. | |||
All relevant geometry within the game has to account for this object. | |||
If we define the entire body as a god object, we run into issues. | |||
I.e. math-problems without solution. The sphere-case is solvable. Luckily this is sufficient for [[Full-Dive VR]]. | |||
Revision as of 21:59, 14 August 2024
The definition of Full-Dive VR is given below: Likely, the term Full-Dive VR is coined by Elon Musk.
- Your head will collide properly with geometry inside the game
- Reversed Continuous Collision Detection is used to bounce your head of the wall or ceiling
- The body is represented by a spring
For example, you can walk up a stairs with a Full-Dive VR game. Also, you must be able to bump your head against the wall/ceiling.
The head of the user is treated like a god object. The position is set by the tracker-input. All relevant geometry within the game has to account for this object.
If we define the entire body as a god object, we run into issues. I.e. math-problems without solution. The sphere-case is solvable. Luckily this is sufficient for Full-Dive VR.