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)

The Oculus Rift platform

While our previous projects have used mobile devices to deliver the VR experience, this project will focus on development of a desktop solution. The Oculus Rift (see Figure 5.2), or Rift, headset contains a stereoscopic Organic Light-Emitting Diode (OLED) display that produces a resolution of 1080x1200 within a 110° field of view. The headset is connected to a computer with a bundled USB and HDMI cable, tracking the user's head movements. Positioning is accomplished by IR LEDs embedded in the headset and stationary IR sensor(s). This means that VR applications for the Rift can be designed for a seated or room-scale experience.

Since the device is connected to a computer, our source content can be of a higher resolution and quality than could be handled by a mobile device, as we saw in the previous examples. All of this can be done in the Unity...