4 ms·
I meant more like swinging a sword will never meet another sword. Punching someone in the face will never hurt your hand, etc. and then when you swing through a
by skizm 7y ago
I meant more like swinging a sword will never meet another sword. Punching someone in the face will never hurt your hand, etc. and then when you swing through air as your in-game hand stops, it feels kinda lame.
- falcor84 7y agoI don't quite understand what you mean. I can come up with several different engineering approaches to make a sword controlle suddenly stop. And I can come up with even more ways to inflict mild pain (e.g. electrical stimulation). What makes you say "never"? If there are people willing to pay for better immersion, I believe the technology won't be that far behind.
- skizm 7y agoHow would you make a "sword" stop mid-air? A companion sword-fighting robot that mimics the movements of the enemy you're seeing? I'm not saying never, just without nano-bots and a fully mutable IRL environment to go with the headset. Electrical stimulation wouldn't stop your hand moving forward, nor would it simulate hitting something in any way (unless it was stimulating your brain's pain and motor centers I guess).
- falcor84 7y agoHow about this as a very early idea: start with something like the Virtuix Omni that allows the player to freely move and rotate. Add 3 thin metallic pillars surrounding the device, going up to about 2m, which would rotate with the player. At 2 different heights on each of these pillars there would be a pully controlling a slightly elastic cord via fast acting actuators. The other end of each of these ropes would be connected to the sword controller. Most of the time, there wouldn't be much tension coming from the cords (other than perhaps representing gravity pulling on the sword's mass), but when a hit needs to be simulated, the right cords would rapidly tense, according to the simulated properties of the object being hit.