![]() ![]() Swords are heavy-ish ( ~3.5 to 4.5 lbs, roughly 3 or 4 times heavier than Vive controllers).I eventually settled on doing something with swords, because: I wanted to spend some time working around this problem. ![]() This allows for some suspension of disbelief – mostly holding and using small, lightweight objects that don’t really run into other things – but for much larger objects, the usual “parent/glue the object to the controller” approach might result in comedy. The only actually solid things that game developers have to work with are the controllers, and the floor. Bonk.įor VR, simulating these things directly would require force feedback on a scale that just isn’t available yet, and would also probably be hard to do safely, given that a force-feedback device that could stop someone’s arm would necessarily be stronger than said arm. ![]() Everything from not being able to stick your hand through a table, to having trouble moving around a heavy object, or perhaps contests of strength against other people – all of it results in, and “works” because of, external forces causing things to not go exactly the way we’d like. Many real-world interactions that VR games might like to incorporate only work because your hands don’t always move exactly the way you want them to. The lack of force feedback in VR systems is an interesting limitation when it comes to game design. You’ll need a SteamVR-compatible setup with tracked controllers. A playable demo of this project can be downloaded here. ![]()
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