02-08-2014 08:21 PM
02-08-2014 09:58 PM
02-10-2014 09:40 AM
"paulleblond" wrote:
I've read through the best practices guide, but I don't recall seeing anything regarding handling when someone looks TOO closely at something. This seems like it'll be an even bigger issue with positional tracking.
The only things I've thought of are:
-Allow the head to enter the object, so the player can see inside stuff. Seems like it would break immersion pretty bad.
-Stop the camera from moving too far. This seems like it would work better, but breaks the rule of "head movement always matches camera movement"
-Fade/cut vision to black so nothing can be seen til the player's head leaves the object. This seems like the best answer, but not particularly easy to implement (at least for a newbie like me)
What have you done to handle this problem?
(FYI I don't have a rift. Trying to develop without til CV1, so I don't have experience with demos to see how they've handled this)
02-10-2014 09:47 AM
"raidho36" wrote:
Nobody does nothing about it, unsurprisingly. The matter is just too rare to give two damns about. Also just make near clipping plane something like 1 millimeter, that'll make it pretty much impossible to "dive" into objects without sinking your camera in there. Oh and it's kinda really bad idea to develop Rift-enabled visuals without having the Rift to see what it actually looks like.
02-10-2014 01:15 PM
02-10-2014 01:44 PM
02-10-2014 11:32 PM
02-12-2014 08:28 PM
03-13-2014 08:18 PM
04-03-2014 09:30 AM
"raidho36" wrote:
Nobody does nothing about it, unsurprisingly.