Locomotion in VR: Procedural Generation of a Scene

In my article Physical Spaces in Virtual Realities, I motivate the use of procedural generation in VR development as a tool for creating custom environments tailored to the user’s play area.

By using procedural generation in this way, we can expand the limitations of movement in VR — that is, we can make experiences that allow users to explore all of the available play space. In essence, we can have a new tool that allows us to build environments that scale and allow for more locomotion within the virtual world.

In this article, I will illustrate the generation of procedural environments by creating an island. Many VR platforms let the user define boundaries that set the play area (mostly for avoiding walls and physical objects), but Oculus actually provides this as an API with the Guardian system.

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Omer Perry