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Is it possible you could link/send me your master's thesis? I haven't found a research paper on "2D virtual reality" concepts yet, and your paper may be the first out there (especially since it was written in 2017).

That one's gonna be problematic :D And the reason for that is, I wrote it in my native language which is Polish and it's not translated so I doubt it'll be of any use to you regretfully :( But as for it being the first/among the first ones, that is true - when I was writing it, I could not find anything on 2D VR either, be it in English or Polish :)


I'm also curious how you were implementing parallax (I personally thought it was mostly impossible for consistent 360 degree worlds, but I definitely thought about it less than you, and also other developers I talked to thought it was possible).
I did not get to actual implementation cause I did not want to get caught up into the never ending loop of "one more feature" again and honestly just wanted to finally release the game cause the total timeframe started looking a bit embarrasing :) But as for how I imagined it, I though of it in such a way: when you imagine your 2D VR world as kind of being inside a sphere or a cylinder (which are by far two of the best ways of implementing 2D world in VR, both for their own reasons), all you see around you reacts to your head movements like real life would, ie. you turn left -> you see what is currently projected on that region of the sphere/cylinder.

Now, to implement parallax, we could create a secondary container like our first one, say a cylinder inside our "main" cylinder, which would only hold the things on that layer of the parallax, but instead of reacting 1:1 to your head movements, it actually _counters_ the movement - ie. you look to the right, you see what is on the right of your position in your "main" cylinder, but the -1st layer actually spins a bit to the left with each offset you turn right. And the -2nd layer counters the rotation of your head even more to the opposite direction. And so on, and so forth.

Don't know if my descriptions actually make sense cause this explanation begs for using your hands while talking about it to show how these layers intertwine :D But another helpful way to think of it if that's confusing would be to image a flat parallax with its layers and then glue together the shorter ends + instead of having it counter the movement of the camera, having it counter the movement of the _head_ of the player.

Of course we'd also need separate sets of rules for each layer (eg. some of them only reacting to yaw movements or only to pitch, so that they don't all naively follow or counter your vision) but these wouldn't be so hard to implement! This would require some heavy playtesting of course, though, cause this sounds like a proper nauseatorium :D


"virtual reality" (niche) > "2D virtual reality" (niche in niche) > "phone-based 2D virtual reality with a particular bluetooth controller" (niche-ception)
Haha, tell me about it!
I wrote it in my native language which is Polish and it's not translated so I doubt it'll be of any use to you regretfully :(


Even if the paper is in Polish, I would still love to read it (with the help of Google Translate) and look at the pictures if there are any. If I were new to the subject I would probably be doomed at reading it, but since I have a background in 2D virtual reality, I can probably benefit from it even if I misinterpret some of the text. Also, I haven't checked on the academic portals yet, but I wouldn't be surprised if your paper was still the only one about 2D virtual reality in 2020.

That being said, if it's a hassle to send (with or without a paid link) then you shouldn't go out of your way if you don't have much time. (The same goes for replies here since we're all busy.)

Re: parallax

Your description of parallax makes sense to me (especially for the cylinder version). I should definitely think about it further, because it would be a shame to miss a cool feature over my own ignorance. Additionally, you can definitely do parallax for games that exist in an xy-plane but are rendered in virtual reality.

The analogy I would use is a large semi-transparent square cloth representing the world map and a smaller spherical light bulb that represents what the player can see at any given moment. The light bulb projects a subset of the world map on the walls. This system works relatively well without much stretching of the cloth for a <=180 degree field-of-view. In this system you could basically do parallax the same as traditional 2D games (with different layers moving at different speeds in the xy-plane).

And nausea is ironically a huge issue in 2D virtual reality in my experience (it was counter-intuitive to me at least). I don't think it's an inherent problem, it's just hard to design 2D virtual reality games (at least for now).