Open indianajohn opened 7 years ago
I've gone ahead and flagged this for GSOC although this as written is specific to room-scale - I like that the suggestions here could be expanded on in any different and interesting directions :-)
I figure the primary GSOC value here would be developing more appropriate VR UI elements along with some basic gameplay like in the archery example. Noting you as a potential point of contact @indianajohn, hope that's ok!
I have an open PR implementing tracked controllers using OpenVR (SteamVR) that looks like it's going to be merged soon, and another that will be made after that one in which some basic room-scale VR gameplay is implemented. The purpose of this issue is to report on that progress and solicit some ideas as to how to proceed. In order to understand some of the stuff that I'm going to be talking about you might want to watch the following video to get a better idea of what room-scale VR is: https://www.youtube.com/watch?v=6-hKcimW1JQ
The following is effectively done, and will probably be merged within a few weeks pending code review.
The following things I consider highly plausible and have soft plans for implementing.
CanvasRenderer
interface is currently implemented inLwjglCanvasRenderer
, and this is the mechanism through which menus are rendered. By creating a simple system for rendering a plane in VR space in front of the user and rendering to a frame buffer, it would be possible to make aCanvasRenderer
implementation that a VR user could see. Then, by allowing the user to point their motion controller to the plane, mouse control could be simulated. If this were done, players could do inventory management and menu navigation without taking the headset off.The following are "bonus" things that would really add some pop to the game.