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Sidehelm VR Demo 01: Shooting hoops

vonwilhelm · Youtube · 28 HN points · 0 HN comments
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https://iamwilhelm.github.io/blog.sidehelm.com/subscribe/

The first Table Top VR Demo where I'm show what I've built. In this first demo, I built blocky hands to track the controllers. With the blocky hands, I can pick up objects, and they track the hands. However, the objects don't track the hands immediately. There's a slight delay, to imply weight. The unity physics engine helps with a lot, so you can't push the object through the floor, and the objects interact with each other. I built a small hoop, that keeps score using a trigger collider, and a particle system to celebrate confetti.

Tutorial on interacting with Objects:
https://www.youtube.com/watch?v=h9IJHZgkcME
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Jul 04, 2016 · 28 points, 3 comments · submitted by iamwil
6502nerdface
The thing that's most novel to me (not much VR experience, though) is how you convey the masses of held objects, given the lack of force feedback. It implies that the virtual hands have some kind of not entirely real existence in the simulation, or it's like you carry everything via an elastic string. A more "simulationist" approach would be to have the hands meet resistence to their movement, but that would break the linkage between player movements and visual feedback.
iamwil
Most games I've seen don't account for mass. In Job Simulator 2050, there's no feel for mass. I think there should be some sort of indication or "tractor beam" that pulls the object in tow, perhaps?

Until we get hand controllers that have gyroscopes that simulate resistance, that's all we got so far.

wingerlang
It's been probably 10 years since I played it - but Garrys Mod does just that, adds a beam between the object and the crosshair. https://www.youtube.com/watch?v=WoYHALkoUrE

As far as I remember, the weight feeling is quite good. Not sure how it would work in VR though as I never tried that.

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