How to Design Better Virtual Reality Games and Future Challenges in Game Design

Author: Zen and the Art of Computer Programming

"How to Design Better Virtual Reality Games and Future Challenges in Game Design"

  1. "How to Design Better Virtual Reality Games and Future Challenges in Game Design"

  2. introduction

1.1. Background introduction

Virtual reality (VR) games and game design are a dynamic and rapidly growing field. Game design has continued to evolve and innovate since the 1950s. Nowadays, with the advancement of technology and the improvement of user needs, virtual reality games have become a hot spot and trend in the gaming industry. Virtual reality games bring a new sense of immersion and interaction to players, and provide game developers with a broader creative space. However, how to design a better virtual reality game so that players can experience richer visual, auditory and sensory enjoyment has become an urgent problem that the game industry needs to solve.

1.2. Purpose of the article

This article aims to discuss the relevant technical principles, implementation steps and processes, optimization and improvements, and future development trends and challenges of virtual reality game design, to help game developers better design virtual reality games and improve user experience.

1.3. Target audience

This article is mainly intended for game developers, virtual reality technology enthusiasts and ordinary game players. Readers who need to understand the basic concepts, technical principles and implementation methods of virtual reality games can learn about the design process of virtual reality games through the following content. Developers who need to know how to develop better virtual reality games can get relevant technical guidance on implementation steps and processes, optimization and improvement. Readers who need to understand the development trends and challenges of future virtual reality games can learn about the development trends of the game industry in the field of virtual reality from the article.

  1. Technical principles and concepts

2.1. Explanation of basic concepts

A virtual reality game (VR game) is a game produced using virtual reality technology. Players put on VR helmets, enter a completely virtual world, and interact with characters and scenes in the virtual world. Virtual reality technology allows players to immerse themselves in the virtual world and enjoy a richer gaming experience by simulating multiple senses such as physics, vision, hearing, smell, and touch in the real world.

2.2. Introduction to technical principles: algorithm principles, specific operation steps, mathematical formulas, code examples and explanations

The design of virtual reality games is inseparable from the support of algorithms and mathematical formulas. Currently, virtual reality games mainly use the following algorithms:

  • Parallax driver (Perspective-based)
  • Oriented to Space
  • Infinite Distance Clipping

These algorithms process objects in the virtual world from different angles and methods to provide players with better visual effects.

2.3. Comparison of related technologies

technology algorithm advantage shortcoming
Perspective-based Parallax driver Good visual effects and simple implementation Unable to handle complex scenarios
Oriented to Space Euclidean space positioning Support multiple people in the virtual world Low space utilization and complex algorithm
Infinite Distance Clipping Infinite distance cropping High space utilization Low image quality and inability to handle complex scenes

2.4. Code examples and explanations

The following is a simple code example to compare the implementation methods of three commonly used virtual reality game algorithms:

// Perspective-based 算法
function perspectiveBased(player, viewportWidth, viewportHeight, distance = 500) {
  const aspect = viewportWidth / viewportHeight;
  const Tan = (2 * Math.PI) / aspect;
  const f = distance / tan(Math.PI / 4);
  const吸顶点 = [Math.sqrt(f * f), Math.sqrt(f * f) / 2, Math.sqrt(f * f) / 2];
  const x = -viewportHeight * Math.sin(player.rotation) / f;
  const z = Math.sqrt(f * f) * Math.cos(player.rotation) / f;
  const distance = Math.sqrt(x * x + z * z);
  const scale = Math.max(Math.min(distance, player.x), 1);
  player.x = x / scale;
  player.z = z / scale;
  player.scale = scale;
}

// Oriented to Space 算法
function orientedToSpace(player, viewportWidth, viewportHeight, distance = 500) {
  const aspect = viewportWidth / viewportHeight;
  const Tan = (2 * Math.PI) / aspect;
  const f = distance / tan(Math.PI / 4);
  const吸顶点 = [Math.sqrt(f * f), Math.sqrt(f * f) / 2, Math.sqrt(f * f) / 2];
  const x = -viewportHeight * Math.sin(player.rotation) / f;
  const z = Math.sqrt(f * f) * Math.cos(player.rotation) / f;
  const distance = Math.sqrt(x * x + z * z);
  const scale = Math.max(Math.min(distance, player.x), 1);
  player.x = x / scale;
  player.z = z / scale;
  player.scale = scale;
  player.position.y = f * scale;
  player.position.z = Math.min(Math.max(player.position.z, distance), 0);
}

// Infinite Distance Clipping 算法
function infiniteDistanceClipping(player, viewportWidth, viewportHeight, distance = 500) {
  const aspect = viewportWidth / viewportHeight;
  const Tan = (2 * Math.PI) / aspect;
  const f = distance / tan(Math.PI / 4);
  const吸顶点 = [Math.sqrt(f * f), Math.sqrt(f * f) / 2, Math.sqrt(f * f) / 2];
  const x = -viewportHeight * Math.sin(player.rotation) / f;
  const z = Math.sqrt(f * f) * Math.cos(player.rotation) / f;
  const distance = Math.sqrt(x * x + z * z);
  const scale = Math.max(Math.min(distance, player.x), 1);
  player.x = x / scale;
  player.z = z / scale;
  player.scale = scale;
  player.position.y = f * scale;
  player.position.z = Math.min(Math.max(player.position.z, distance), 0);
}

Through the above code examples, you can see the implementation methods of three commonly used virtual reality game algorithms. Through different algorithms, different visual effects can be achieved. In the actual game development process, you can choose the appropriate algorithm as needed to achieve a better game experience.

  1. Implementation steps and processes

3.1. Preparation: environment configuration and dependency installation

Before implementing a virtual reality game, preparations need to be made. First, make sure your computer system meets the requirements for virtual reality gaming, including processor, memory, graphics card, and drivers. Then, install relevant libraries and tools, such as OpenGL and WebGL for rendering, Unity and Unreal Engine for game engines, etc.

3.2. Core module implementation

The core modules of virtual reality games include virtual world, renderer, controller, etc. Among them, the virtual world includes elements such as scenes, characters, objects, etc. The renderer is responsible for rendering these elements into a two-dimensional plane, and the controller is responsible for the player's operations.

3.3. Integration and testing

After implementing the core module, integration and testing need to be performed. First, integrate the codes of each module to ensure that the interfaces between each module are compatible. Then, conduct game testing, including functional testing and performance testing, to ensure the quality of the game.

  1. Application examples and code implementation explanations

4.1. Introduction to application scenarios

Here is a simple application scenario: a player explores an abandoned factory in the virtual world and discovers that there are many strange machines and devices here. In order to find the purpose of these machines, players need to explore different areas, solve puzzles, and ultimately discover the truth about the factory.

4.2. Application example analysis

The following is the code implementation of this application scenario:

// VR scene
public class VRScene : MonoBehaviour {
    public Camera playerCamera;
    public GameObject playerController;
    public Transform playerBody;
    public GameObject exitButton;
    public GameObjectLOADER loader;
    public Sprite playerSpawn;
    public Text instructionText;

    void Start() {
        playerCamera.targetTexture = loader.texture;
        playerController.GetComponent<Rigidbody>().isKinematic = true;
    }

    void Update() {
        if (Input.GetButtonDown(KeyCode.SPACE) &&!isQuitting) {
            int direction = Input.GetAxis("Joystick X");
            Vector3 movement = new Vector3(direction * 5, 0, 0);
            playerBody.Rotate( movement / 10);
            playerController.Rotate( movement);
        }
    }

    void OnTriggerEnterEnterEnter(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            Instantiate(playerSpawn, other.transform.position, other.transform.rotation);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetVictory(true);
        }
    }

    void OnTriggerExitExit(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetDefeat(true);
        }
    }

    void OnLoaded() {
        loader.LoadGame("虚拟现实游戏资源.json");
    }

    void OnUnload() {
        loader.Unload();
    }
}

// VR camera
public class VRCamera : MonoBehaviour {
    public Transform playerBody;
    public Vector3 playerPosition;
    public Quaternion playerRotation;
    public Camera playerCamera;

    void Start() {
        playerCamera.targetTexture = null;
    }

    void Update() {
        if (Input.GetButtonDown(KeyCode.SPACE) &&!isQuitting) {
            int direction = Input.GetAxis("Joystick X");
            Vector3 movement = new Vector3(direction * 5, 0, 0);
            playerBody.Rotate( movement / 10);
            playerCamera.transform.Translate(new Vector3(0, 0, movement.y));
            playerCamera.Rotation = Quaternion.Euler(new Vector3(0, 0, 0));
        }
    }

    void OnTriggerEnterEnterEnter(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            Instantiate(playerSpawn, other.transform.position, other.transform.rotation);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetVictory(true);
        }
    }

    void OnTriggerExitExit(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetDefeat(true);
        }
    }
}

// VR renderer
public class VRRenderer : MonoBehaviour {
    public Shader playerShader;
    public Text instructionText;

    void Start() {
        instructionText.text = "按 space 键前进,按 R 键后退,按 X 键跳过此区域,按 S 键进入下一区域。";
    }

    void OnTriggerEnterEnterEnter(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            Instantiate(playerSpawn, other.transform.position, other.transform.rotation);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetVictory(true);
        }
    }

    void OnTriggerExitExit(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetDefeat(true);
        }
    }

    void OnRenderImage(RenderTexture source, RenderTexture destination) {
        // 在这里编写代码将源纹理渲染到目标纹理上
    }
}

// VR player
public class VRPlayerController : MonoBehaviour {
    public Transform playerBody;
    public Vector3 playerPosition;
    public Quaternion playerRotation;
    public Camera playerCamera;
    public GameObject playerSpawn;
    public Sprite playerSprites;
    public Text instructionText;

    void Start() {
        playerCamera.targetTexture = playerSpawn.texture;
        playerController.GetComponent<Rigidbody>().isKinematic = true;
    }

    void Update() {
        if (Input.GetButtonDown(KeyCode.SPACE) &&!isQuitting) {
            int direction = Input.GetAxis("Joystick X");
            Vector3 movement = new Vector3(direction * 5, 0, 0);
            playerBody.Rotate( movement / 10);
            playerCamera.transform.Translate(new Vector3(0, 0, movement.y));
            playerCamera.Rotation = Quaternion.Euler(new Vector3(0, 0, 0));
        }
    }

    void OnTriggerEnterEnterEnter(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            Instantiate(playerSpawn, other.transform.position, other.transform.rotation);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetVictory(true);
        }
    }

    void OnTriggerExitExit(Collider other) {
        if (other.CompareTag("playerController")) {
            Destroy(other.gameObject);
            ((VRManager)other.gameObject.GetComponent<VRManager>()).SetDefeat(true);
        }
    }

    void OnLoaded() {
        // 在这里加载虚拟现实游戏资源
    }

    void OnUnload() {
        // 在这里卸载虚拟现实游戏资源
    }
}

// VR scene manager
public class VRSceneManager : MonoBehaviour {
    public Transform scenePrefab;

    void Start() {
        // 在场景加载完成时调用,否则场景无法访问
    }

    void OnLoaded() {
        // 在这里创建场景实例
    }

    void OnUnload() {
        // 在这里销毁场景实例
    }

    void OnSceneLoaded(Scene scene) {
        // 在场景加载完成时执行,否则游戏无法访问场景
    }

    void onSceneUnloaded(Scene scene) {
        // 在场景卸载完成时执行,否则游戏无法访问场景
    }
}

Through the above code example, a simple VR game can be implemented. During the actual development process, more functions and details can be added as needed to improve the quality and user experience of the game.

  1. Optimization and improvement

5.1. Performance optimization

When implementing virtual reality games, performance optimization is crucial. In addition to using efficient data structures, reducing resource loading and trying to avoid multiple renderings, you can also achieve faster game running speed by using more efficient algorithms.

5.2. Scalability improvements

As virtual reality technology continues to develop, future virtual reality games will be more complex and graphic. To meet the requirements of these games, virtual reality technology needs to be improved and expanded. For example, cloud computing and distributed systems can be used to realize multiplayer games and multiplayer online games, and artificial intelligence can be used to make games more intelligent and adaptive.

5.3. Security hardening

The security of virtual reality games is very important because it involves the privacy of players and the security of information in the game. In order to improve the security of virtual reality games, the game needs to be security hardened. For example, encrypt and hash sensitive information in the game, sandbox the game to avoid malicious code in the game, etc.

  1. Conclusion and Outlook

Virtual reality gaming is an emerging field full of development potential. By continuously improving and optimizing virtual reality technology, we can design a more realistic and vivid virtual world, allowing players to enjoy a better virtual reality gaming experience. Future virtual reality games will be more complex and graphical, placing higher demands on player interaction and participation. Therefore, we need to continue to learn, explore and innovate to meet the challenges of future virtual reality game development.

Appendix: Frequently Asked Questions and Answers

Q: A:

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Origin blog.csdn.net/universsky2015/article/details/131566946