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==Additional Information==
==Additional Information==
[[World Rotation]] uses the [[Oculus Touch]] controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways—one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with [[Head Tilt Acceleration]] and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.
[[World Rotation]] uses the [[Oculus Touch]] controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways-one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with [[Head Tilt Acceleration]] and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.


==Problems==
==Problems==