Full-Dive VR: Difference between revisions

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*Your head will collide properly with geometry inside the game
*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
*Reversed [[Continuous Collision Detection]] is used to bounce your head of the wall or ceiling
*The body is represented by a spring
*The body is represented by a [[trace-line]] spring


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.

Latest revision as of 21:48, 17 August 2024

The definition of Full-Dive VR is given below: Likely, the term Full-Dive VR is coined by Elon Musk.

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.