SPACEFLIGHT VR
A short demonstration of my solo VR project built from the ground up in Unreal Engine in which the player pilots a spacecraft. All assets are original.
Concept and Driving Tech
Spaceflight VR began as an exploration of believable, long-distance navigation in VR without the need for immersion-breaking
teleportation mechanics or expensive 360 degree treadmills, as well as a personal desire to fly a space ship in VR.
teleportation mechanics or expensive 360 degree treadmills, as well as a personal desire to fly a space ship in VR.
The ship featured in the game was designed with an 8x8 foot cubic play space in mind.
User input for thrust and turning in VR works on the same basic principle, although there exists some discrepency in execution due to logistical factors and functionality, (for example, the need for an “x” and a “y” value for setting rotation). Essentially, when the VR controller is within a certain range of a player-ship interface element (the thrust stick or the rotation stick), AND if the player is pressing the grab button on the VR controller, then the distance between the hand and the origin point of the interface element’s range is recorded and converted into a value between 1 and -1 to be used in the movement functions.
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The movement functions of the ship (thrust, turning left/right, and turning up/down) update based on user control input every 1/100th of a second.
Each component of the ship’s movement is based on two essetial variables: current and target values. The input that the ship recieved from the user determines the target value, and every 1/100th of a second, the ship adds to or subtracts from the current value to try to get them to match
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