This week, our main focus was on attaching objects together, ensuring physics was appropriate on combined objects, ability to navigate between build/interaction mode through physics toggle, and updating map environment.
As we wanted to emphasize the idea of a VR 3D-modelling program to give kids, an immersive virtual environment where they can learn to develop creativity in building structures and making stories with their imaginations (similar to LEGOs). This is a digital version of products like LEGO Mindstorm, which allowed kids to build programmable robots with LEGOs and allow kids to explore things like movement, sensors, and commands for preparation like robotics which explores creativity in what kids can make out of basic building blocks. Our product allows kids to do the same in building interactables, especially since the LEGO Mindstorm product was discontinued in 2022 so our product can help revive a similar educational kit through a virtual space. In addition, kids learn a lot of STEM concepts from our product as they are able to explore architectural design in the structure they create, and learn how physic works such as objects flying away on impact from a collision, or understanding gravity when they toggle between building and interacting. This is also effective in acting as a blueprint for people to design building structures with a low-cost method.
One core feature was the ability to snap objects together. To do this, we utilized a core-block (green) that the user then builds off of (red) and the blocks are snapped together using physics constraints. A problem we faced was making sure that the object connecting together did not encounter collision and physic issues because when "snapping" them together, we had to make sure that when picking it up, the objects weren't going to be glitching into one another. We turn off physics during the build mode to prevent the player from creating objects that might encounter this issue, and then they are able to spawn blocks on any face of the object and be certain that the block spawn location will be accurate (idea of "snapping together"). Once physics is turned back on, we wanted to make sure that physics is proper on the newly created structure and not just at the center mass of the object. We utilized our rocket launcher to show that the structure made has proper physics entirely. Additionally, we tweaked the map environment to make it look more like a lab.
We are only showcasing cubes in our video as it best shows the snapping construction and physics manipulation. Our goal for this week was to implement the foundation and system that will serve a larger purpose in the next coming weeks, as we start adding features like being able to add wheels to the structure and create a make-shift vehicle as an example. That way, this gives us room to start implementing these features that require a working fully fleshed out core system. The extra stuff like zombies from our last post is being pushed for later in favor of this (not being removed).
Comments