04-03-2013 11:03 AM
04-03-2013 11:14 AM
04-03-2013 11:56 AM
04-03-2013 12:10 PM
04-03-2013 12:14 PM
04-03-2013 12:19 PM
"usb420" wrote:
read the Michael Abrash article from GDC. He says that games where you're focused on an object like a chess board tend to not work well in VR.
04-03-2013 12:42 PM
I’ve just spent 25 minutes telling you how hard VR is – and that’s certainly true. But realtime 3D was equally hard – just check out Chapter 64 in my Black Book about the lengths John went to in order to solve the potentially visible set problem, or think about how crude the early 3D accelerators were – and over time all that has worked out amazingly well.
This is the kind of opportunity that everyone in the gaming industry should dream of; if you want to do challenging work that has the potential to affect almost every game written in five or ten years, VR is a great place to be right now.
04-04-2013 11:23 AM
04-04-2013 11:35 AM
"Arowx" wrote:
Could you point out the specific section where he mentions that viewing items relatively close is an issue, as he mentions a lot of issue to do with head tracking and smearing and things moving too fast and were talking about viewing an RTS/Stratergy type game.
04-04-2013 12:24 PM
"Arowx" wrote:
Well you could take the God like aspect to a new level, with virtual tabletop battle you can walk around as opposed to being immersed in the game the game is shown as a 3D map within the virtual world.
E.g. The commander controls a holographic map table.
or The gods view from mount olympus via magical pool.