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Virtual Reality Blueprints

Virtual Reality Blueprints

By : Palmer, John Williamson
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Virtual Reality Blueprints

Virtual Reality Blueprints

By: Palmer, John Williamson

Overview of this book

Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch. You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players. Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications
Table of Contents (12 chapters)
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A virtual image gallery

In this project, we will be creating a stationary VR experience where the user can view images from a photo gallery. It is a simple project with many different applications from travel slideshows to employee orientation to Where's Waldo style games. In each use case, the important attribute of the experience is user interaction. By default, the first order of interaction in VR is head movement; the user controls the environment through limited, but natural, head gestures. This level of immersion works because these movements allow us to perceive the illusion of reality as the virtual world mimics our expectations of the real world; that is, if you turn your head right, the world pans left. Without this simple interaction, the stereoscopic display cannot trick our brain into perceiving the experience as real.

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Visually different images
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Virtual Reality Blueprints
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