As we discussed in Chapter 1, Thinking in VR, one of the biggest challenges we face in VR is motion sickness that's triggered when the user tries to move around. One of the most commonly used solutions for this is to teleport the user from place to place rather than to allow them to move smoothly through the space. This breaks immersion, but avoids the problem of motion sickness entirely because it doesn't create a sense of motion at all. For applications where immersive movement isn't a priority, such as architectural visualization, this may be an ideal scheme to employ.
Unreal Engine 4 Virtual Reality Projects
By :
Unreal Engine 4 Virtual Reality Projects
By:
Overview of this book
Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR.
This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine.
Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR.
Table of Contents (20 chapters)
Title Page
About Packt
Contributors
Preface
Free Chapter
Thinking in VR
Setting Up Your Development Environment
Hello World - Your First VR Project
Getting Around the Virtual World
Interacting with the Virtual World - Part I
Interacting with the Virtual World - Part II
Creating User Interfaces in VR
Building the World and Optimizing for VR
Displaying Media in VR
Creating a Multiplayer Experience in VR
Taking VR Further - Extending Unreal Engine
Where to Go from Here
Useful Mind Hacks
Research and Further Reading
Other Books You May Enjoy
Index
Customer Reviews