Book description
Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive
About This Book
- Develop robust, immersive VR experiences that are easy on the eye.
- Code 3D games and applications using Unity 3D game engine.
- Learn the basic principles of virtual reality applications
Who This Book Is For
If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.
What You Will Learn
- Use Unity assets to create object simulation.
- Implement simple touch controls in your application.
- Apply artificial intelligence to achieve player and character interaction.
- Add scripts for movement, tracking, grasping, and spawning.
- Create animated walkthroughs, use 360-degree media, and build engaging VR experiences.
- Deploy your games on multiple VR platforms.
In Detail
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
Style and approach
A project-based guide with every project built across chapters.
Table of contents
- Title Page
- Copyright and Credits
- Packt Upsell
- Foreword
- Contributors
- Preface
-
The Past, Present, and Future of VR
- The history of virtual reality
- Through the looking glass
- Making a static image dance
- The bigger the better – panoramic paintings
- Stereoscopic viewers
- Why stop at just sight and sound? – Smell o' Vision and Sensorama
- Link Trainers and Apollo
-
Interactivity and True HMDs
- 1960 – TelesphereMask
- 1961 – Headsight
- 1968 – Teleyeglasses
- 1965 – The Ultimate Display
- 1968 – Sword of Damocles
- 1968 – The mother of all demos
- 1969 – Virtual Cockpit/Helmet Mounted Sight
- 1969 – Artificial Reality
- 1995 – CAVE
- 1987 – Virtual reality and VPL
- 1989 – Nintendo Powerglove
-
1990s – VR Explosion
- 1991 – Virtuality Dactyl Nightmare
- 1993 – SEGA VR glasses
- 1995 – VRML – Virtual reality Markup Language
- 1995 – Nintendo Virtual Boy
- 1995 – Hasbro Toaster
- 2013 – Oculus Rift
- 2014 – Google Cardboard
- 2015 – Samsung Gear VR
- 2018 – Magic Leap
- Summary
- Building a Solar System for Google Cardboard
- Building an Image Gallery System for the Gear VR
- Adding User Interactions to the Virtual Gallery Project
- Fighting Zombies on the Oculus Rift
- Scripting Zombies for the Oculus Rift
-
Carnival Midway Games — Part 1
- Recreating carnival games
- Preproduction
- Special production note
- Requirements
- Process overview – Part 1
- Making objects grabbable
- Summary
- Carnival Midway Games — Part 2
- VR Hardware Roundup
- VR Terms and Definitions
- Other Books You May Enjoy
Product information
- Title: Virtual Reality Blueprints
- Author(s):
- Release date: February 2018
- Publisher(s): Packt Publishing
- ISBN: 9781786462985
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