Book Image

Virtual Reality Blueprints

By : Charles Palmer, John Williamson
Book Image

Virtual Reality Blueprints

By: Charles 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)

Building an Image Gallery System for the Gear VR

"Share your knowledge. It is a way to achieve immortality."
- His Holiness the Dalai Lama

Virtual reality is more than just creating new environments; it can also be used to share real-world experiences with others. Using an array of VR imaging techniques, you can watch a New Orleans street parade, swim with sea turtles in the Great Barrier Reef, ride in a Humvee embedded on Falluja's front lines, or survey the city of Paris from a vantage point high above the Eiffel Tower. With these ideas in mind, our next project will be to build an immersive 360° gallery.

With this project, we will introduce the following concepts:

  • User interaction in VR
  • Equirectangular images
  • The Samsung Gear VR workflow process:
Figure 3.1: Scene and Game window from the VR Gallery project...