We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

3DOF and 6DOF

Home Forums WebGL & WebXR Troubleshooting 3DOF and 6DOF

Tagged: 

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #71460
    as421465683
    Participant

    Hello:
    We hope to get your company to provide technical support services,
    of course we can pay for technical services, the goal is to achieve Verge3d VR
    mode in the same scene how to switch between 6DOF and 3DOF.
    Thank you and look forward to hearing from you

    #71461

    Please feel free to create a topic on the jobs forum.

    Chief 3D Verger | LinkedIn | Twitter

    #71462
    kdv
    Participant

    And describe more exactly (with a little more details) what you want )))

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #72179
    visualizer
    Customer

    Is this DoF means Degree of Freedom ?
    Is generally used in Robotics. Where Robots have certain degrees restricted & certain degrees freedom.

    #72181
    Thomas Fabini
    Customer

    Yes, degrees of freedom, i suppose as421465683 refers to the description of two navigation modes in VR, with 3dof being three rotation axes, basically ‘sitting’ or ‘standing’ mode where the user can look around and 6dof with three additional translation axes as in ‘walking’ and climbing or flying, for that matter ;-) .

    Regarding the question itself, hard to say, a combination of the ‘virtual reality’ demo navigation with the additions which kdv posted for 6dof. 3dof would require then locking the translation movement and adding a teleport feature, which i am unsure if it has been showcased on the forums.

    About switching between these two – its a matter of personal preference, but i can’t imagine (yet) a scenario where you would like to switch between those, especially if you went all the way to implement 6dof navigation with raycast collisions or even physics collisions. Teleporting can help prevent the user from walking through walls by limiting teleport areas in a simpler way than using collisions with 6dof. (He can still walk through walls in VR if he chooses to physically walk, nothing except a physics collision system will prevent this, afaik).

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.