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Matt Downey

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A member registered Sep 06, 2018 · View creator page →

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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).

Thank you for the super detailed answer. I know that feeling where you've worked on something for 3 years but was only 2 months of work (and it's super relatable).

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).

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).

The stuff about controllers is super relatable:

"virtual reality" (niche) > "2D virtual reality" (niche in niche) > "phone-based 2D virtual reality with a particular bluetooth controller" (niche-ception)

Nice, it's always cool to find 2D virtual reality games (it's my favorite niche).

I really like the music.

I'm also curious how long you spent on this and how many features didn't make the final cut.

I also like how you used gesture controls (did you set up a controller and realize there's too many controller variants to reasonably support them all?).

Good luck with your future projects and well done on this one.