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)

Summary

This project is a good introduction to creating interactions in VR. The use of a Raycaster and gaining input from the Gear VR trackpad are the hallmarks of many VR titles. For an extra challenge, try improving the project using the following suggestions or expand it with your own ideas:

  • Arrange the galleries in a ring around the user and alter the SwipeLeft and SwipeRight to move the galleries along a circular path.
  • Add a secondary text field that presents details such as the image title, artist's name, year produced, subject matter, medium, and details.
  • Have the background change when the Raycaster focuses on a new gallery.