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What is missing is something called haptics. Player-hand positions, if taken literally, will pass right through physical surfaces, feel no weight or inertia from held objects, and generally give no sense of true interaction with the virtual environment. Motion controllers offer a high dimensional and intuitive input apparatus compared to standard game controllers, but they are still an abstraction far from the full physical “reality” of your game. This blog post will give an overview of the player-versus-Walker combat system, with highlights of some of the tricks, techniques, and key insights that made our system come together. We believe we have begun to deliver on the promise of next-level VR gaming, especially for immersive melee combat. The Walking Dead: Saints and Sinners is part of the vanguard of physics-based VR games, which have honed the “physics experience” into a set of intuitive and reliable control mechanics that lets the player focus on the larger game. This works when the novelty of the physics sandbox is the essence of the game, but this has so far limited VR physics gaming to a narrower audience.
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But in practice, VR physics has been a mixed bag – great moments combined with a lot of jank and unpredictable results. Physicality has long been seen as the holy grail of VR games, where VR could give gamers a next-level experience over conventional gaming platforms. In this tech blog, I’ll be talking about our recently-released VR game, The Walking Dead: Saints and Sinners.
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Akemann and I’m the co-founder and chief technologist at Skydance Interactive. Akemann, PhD., Skydance Interactive LLC Co-Founder and Chief Technologist Disclaimer: The following tech blog displays graphic imagery of zombie dismemberment.
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