Difference between revisions of "Locomotion"
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===Pull=== | ===Pull=== | ||
+ | Pulling the environment around you with your hands. | ||
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+ | '''Pros''': Makes you feel a bit like superman. | ||
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+ | '''Cons''': Feels super awkward, does not work well in multiplayer. | ||
==Problems and Solutions== | ==Problems and Solutions== |
Revision as of 15:04, 25 October 2015

Contents
Methods
Teleportation
No need to call it anything fancy. This method of locomotion is pretty simple and obvious. Look or point in the direction you want to go and click a button to warp. Screen fades to black if you are more concerned with keeping players from getting sick than you are with frustrating them with slow navigation!
Pros: Intuitive, understandable, simple.
Cons: Exhausting, confusing in move from point A-B puzzle games.
Omnidirectional elevator
Get this, its an elevator that can go in All directions! Not just up or down, this thing goes wherever you want, but don't rotate it around or players will get terribly sick.
Pros: Fun, simple, not exhausting
Cons: Picky people will claim it makes them feel sick. Players are locked to their elevator.
Cockpit
Hope your game calls for it, having a cockpit around the player can help prevent simulator sickness bu only if its a driving factor in terms of core mechanics. Having a frame, rollcage or cockpit helps most people feel as though they have a stable environment within which they are riding in and traveling around with.
Pros:
Cons: only applicable in certain situations such as Mech games.
Astral body
First person when you need to interact with the environment. Third person when you need to run around in the environment. Similar to a out of body experience, your camera gets pulled out to third person when you need to navigate but you may fly back into your body when you need to interact or socialize.
Pros: Easy to navigate and interact, clean
Cons: Immersion breaking for some
Pull
Pulling the environment around you with your hands.
Pros: Makes you feel a bit like superman.
Cons: Feels super awkward, does not work well in multiplayer.
Problems and Solutions
Sitting
Standing
Room-scale
Locomotion in virtual reality presents many problems and many opportunities to innovate. Aside from traditional input devices like mouse, keyboard and gamepad, the most obvious method of locomotion is simply walking around within the range of the positional tracking devices. One problem presented by "walking" is the available space of the room. Physical obstacles such as walls and objects will prevent the user from advancing. One solution to this problem is a omni-directional treadmill such as Omni. Another option is to use teleportation or elevators to virtually transport the user to a new environment while keeping the physical space the same.
Input Devices
3DRudder, Cyberith Virtualizer, KAT WALK, Omnideck, VRGO, VirZoom, Virtuix Omni