Gull Kebap VR and Continuous Collision Detection: Difference between pages

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Gull Kebap VR is a video game that features Full-Dive-VR.
[[Continuous Collision Detection]] is the science of deciding how an when multiple bodies collide. Sometimes [[CCD]] is referred to as 4D-[[CCD]], but this term is not really valid because [[CCD]] only uses time-axis-orthogonal hyper-slices.
This term is sometimes used by Elon Musk to denote a sophisticated VR-experience.


What makes [[Gull_Kebap_VR]] into a [[Full-Dive VR]] experience.
==Rigid Body Continuous Collision Detection==
Rigid-body-[[CCD]], was the topic of Wouter L. B. Buddingh' his Master's thesis [https://pure.tue.nl/ws/portalfiles/portal/46957730/772058-1.pdf].


[[Gull_Kebap_VR]] is preferably played standing.
The reference above is to Wouter Buddingh' his master thesis. You might also want to read the paper. The original publication date would have been The third or Janurari 2017 [https://www.wosabi.com/CCD%20paper.pdf]. D2M is a product of Eindhoven University of Technology.
Seated mode is not fully functional and I believe this is a [[OpenVR]] issue.

Latest revision as of 20:26, 31 December 2023

Continuous Collision Detection is the science of deciding how an when multiple bodies collide. Sometimes CCD is referred to as 4D-CCD, but this term is not really valid because CCD only uses time-axis-orthogonal hyper-slices.

Rigid Body Continuous Collision Detection

Rigid-body-CCD, was the topic of Wouter L. B. Buddingh' his Master's thesis [1].

The reference above is to Wouter Buddingh' his master thesis. You might also want to read the paper. The original publication date would have been The third or Janurari 2017 [2]. D2M is a product of Eindhoven University of Technology.