Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

Arrow left icon
Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

What this book covers

Chapter 1, Exploring a New Reality with the Oculus Rift, briefly outlines the basics of virtual reality and guides the user through getting set up with their Rift.

Chapter 2, Stepping into Virtual Reality, introduces the reader to the Unity3D game engine and implementing simple navigation in a new VR project.

Chapter 3, Improving Performance and Avoiding Discomfort, explains the importance of avoiding VR sickness by ensuring the game is optimized and always running smoothly.

Chapter 4, Interacting with Virtual Worlds, covers how to handle interaction and different input devices in Unity, including the controller and remote that ship with the Oculus Rift.

Chapter 5, Establishing Presence, teaches the reader about several factors that make VR experiences immersive and interesting, including 3D environments, particle effects, and interactive objects.

Chapter 6, Adding Depth and Intuition to a User Interface, guides the reader through setting up a user interface (UI) in VR and explains what makes it different from conventional game UIs.

Chapter 7, Hearing and Believing with 3D Audio, introduces the reader to the concept of spatialized audio and its importance in establishing presence and scale in any VR world.

Chapter 8, Adding Tone and Realism with Graphics, provides a detailed overview of rendering the pipelines and shaders that help establish both realism and artistic flair.

Chapter 9, Bringing Players Together in VR, teaches the reader how to create networked games and interact with other players in VR over the Web.

Chapter 10, Publishing on the Oculus Store, outlines all of the steps involved in packaging a VR game and publishing it on the Oculus Store for the world to download and play.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime