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Found 9 results for vr control.
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Posted by slayemin on May 18, 2016 in Game Design and Theory
Developing Virtual Reality games is very new. I cover many of the core considerations a new VR developer or designer would need to think about when building a room scale VR experience. I also share many of the tips and tricks I've learned.
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Posted by khawk on September 12, 2017 in Interviews
Wobbly Duck Studios founder Eric Nevala (@slayemin is his profile here on GameDev.net) has been documenting the development and Steam release of Spellbound through his devblog here on GameDev.net at slayemin's Journal. We caught up with Eric to discuss his background, challenges as an indie developer in the emerging Virtual Reality market, and thoughts on the future of VR. Read on for the interview, loaded with interesting design thoughts, tips, design thoughts, and more.
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Posted by GameDev.net on October 07, 2019 in Music and Sound FX
Survios (the studio behind Raw Data and Creed: Rise to Glory) released the naval combat VR game, Battlewake on PlayStation VR, SteamVR, Oculus Home and Viveport. In this interview, Battlewake composer Jeremy Nathan Tisser discusses his process for scoring the game.
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Posted by khawk on April 24, 2017 in Interviews
Is VR all it’s made up to be? And should games developers be investing in it? Packt asked three expert developers – Alan Thorn, Maciej Szczesnik, and John P. Doran, for their thoughts on whether Virtual Reality will ever become a reality.
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Posted by Gaiiden on November 01, 2011 in General and Gameplay Programming
Learn about the new partnership between GameDev.net and Beanstalk and get an introduction to Version Control systems and why they are so valuable to your coding project - alone or with a team
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Posted by FuzzyBunnySlippers on January 26, 2015 in Math and Physics
Once you bite the bullet and decide to use a physics engine for your game pieces, you are going to have to come to terms with making them move naturally. Getting a handle on handling forces to make things "turn" can be a psychotic episode in the making. Instead, do what the engineers do in the real world and use a PID control loop.
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Posted by Myopic Rhino on September 01, 2003 in Artificial Intelligence
Abstract Using a neural network for the brain, we want a vehicle to drive by itself avoiding obsta…
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Posted by Secretmapper on November 21, 2013 in General and Gameplay Programming
Don't wait until it's too late! Learn how to use Git and cloud technology to save your files and easily use your previous (working) code
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Posted by Myopic Rhino on December 22, 2000 in General and Gameplay Programming
Part 3's focus is mainly on control structures for the language: if..then..else, for loops, etc., as well as some theory for adding named variables.
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