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Locomotion

14 bytes added, 21:11, 28 October 2015
Tunneling
===Tunneling===
{{#ev:youtube|lKnM5gC-XpY|300|right|Tunnelingdemonstration}}
This experimental technique is called Tunneling (because of its similarity to "tunnel vision") is an attempt to marry the strengths of both continuous and instantaneous locomotion. The idea is to confine controller induced vection to only a small central region of the view. This little face-locked viewport ("tunnel") displays continuous motion and allows the user to steer the player just like they normally would in an FPS-style game. Meanwhile, the peripheral view remains at the point of origin, so there is no controller-induced vection in the periphery. This allows the user to feel grounded and motionless while simultaneously steering the player with the first-person viewport. After the movement is complete, the periphery automatically snaps to the new player position, but the snap feels seamless because there is no disruption in the forward view. It simply expands to fully engulf the user.
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