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Post news RSS Porting Double Action to the Oculus Rift

A preview of the native VR support coming to Double Action.

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I've ported Double Action to work with VR, and while DA isn't the greatest native VR game due to its fast pace and movement speeds, it still turned out rather well.


Getting DA's third-person camera to work in VR wasn't straightforward, and a lot of the work I did to make the third person camera smooth and unobtrusive was nausea-inducing in the Rift and had to be thrown out. For example, pulling the camera in and out when the player moves helps create natural motion when viewed on a monitor, but only causes nausea when viewed through a VR headset, so that had to go. Also, the position behavior of the camera had to be changed to reduce the amount of camera movement as the player looks around.

I also simplified the HUD a bit to make it more appropriate for VR. I dislike the "floating HUD" that you get in some VR games, so instead I tried placing the bullets in a line over the player’s weapon.

I wrote a more lengthy post that goes into some of the design details, you can read that on my blog. All of these changes will be in the next version of Double Action, due to be released soon.

Comments
Hubbles
Hubbles - - 68 comments

The bullet indicator on the side of the guns looks really really really cool. Great job.

Reply Good karma Bad karma+7 votes
LivingWithGames
LivingWithGames - - 350 comments

Impressive.

Reply Good karma Bad karma+2 votes
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