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Virtual Reality Blueprints

You're reading from   Virtual Reality Blueprints Create compelling VR experiences for mobile and desktop

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Product type Paperback
Published in Feb 2018
Publisher Packt
ISBN-13 9781786462985
Length 250 pages
Edition 1st Edition
Languages
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Authors (2):
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John Williamson John Williamson
Author Profile Icon John Williamson
John Williamson
Charles Palmer Charles Palmer
Author Profile Icon Charles Palmer
Charles Palmer
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Table of Contents (12) Chapters Close

Preface 1. The Past, Present, and Future of VR FREE CHAPTER 2. Building a Solar System for Google Cardboard 3. Building an Image Gallery System for the Gear VR 4. Adding User Interactions to the Virtual Gallery Project 5. Fighting Zombies on the Oculus Rift 6. Scripting Zombies for the Oculus Rift 7. Carnival Midway Games — Part 1 8. Carnival Midway Games — Part 2 9. VR Hardware Roundup 10. VR Terms and Definitions 11. Other Books You May Enjoy

Midway booth games

Just like their real-world equivalents, each of our games will take place in a separate booth. This will isolate the activities and get our player moving around the space. But before we can script the interactions, we need to build the game props. These props will be the interactive components of our scene, and each game requires a different set of props.

We will start with the Wacky Mole game and move on to the Milk Bottle Toss one, when it is complete. For the first game, we will need the following props:

  • Game table: The structure where gameplay will take place
  • Moles: Critters to be whacked
  • Score Board: UI element for presenting the countdown clock and player score
  • Mallet: A whacking device

Wacky Mole props

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