This video is from before optimizations were made to the code, but it still displays the end result of the type of mechanics you can build with it really well, apart from the framerate.
About
This project started out with me rewatching a Nickelodeon show from my childhood, Avatar: The Last Airbender - and still thinking that bending of the elements is one of the coolest things ever done in animation.
I wanted to be able to control actions based on actual movements I made, not just press a bunch of buttons or grab weapons that do different things like in other VR games.
Development
One of the hardest challenges has been to define what a "motion" actually is - where does it start, where does it end - how do you check if what the user just did corresponds to one of the motions you are listening for? A controller's position in space was pretty tough to define as well at first before I figured out that their position in space is best defined as positions in a spherical coordinate system - more or less - where the HMD is the origin.
This article is a work in progress...
Copyright © 2024 Henrik Nilsson