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Locomotion

900 bytes removed, 09:12, 27 October 2017
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[[Locomotion]] are ways to move through the virtual worlds of [[VR]].
==Locomotion Methods=====Teleportation==={{see also|Locomotion Methods}}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===Locomotion Methods}}
==Problems and Solutions==
===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.
 
[[HTC Vive]] is the first consumer [[VR Device]] to offer a room-scale experience. [[Oculus Rift CV1]] and [[PlayStation VR]] emphasize more of a seated experience.
==Input Devices==
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==Gallery==
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==References==
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[[Category:Terms]]
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