Here’s my Oculus Rift compatible speedboat simulator. This is an engineering type of sim where you design your own boat hull from about 25 or 30 different parameters (procedurally generated mesh) and test drive it. The physics are robust and similar to a real speedboat, several thousand forces are involved including the individual propeller blades.
Website: http://www.speedboatsim.com/
A Facebook page for Design it, Drive it: Speedboats has just been started. Those with any interest in the boat simulator will get more information there as development continues.
Released November 28, 2015. Original post updated today. Here’s a 10 minute onboard clip:
Does anybody out there have an Oculus CV1 that would be willing to test this? I’ve just updated to the latest Unity version so it runs with Oculus 1.4 now. It runs fine on my DK2, I just need someone to verify that it works on a CV1. Any takers? I’ll send you a free build.
I saw your blog post some time ago which was about optimizing custom physics calculations inside Unity. Impressive!
I would be really interested in seeing this tech being used in aircraft simulation. Any plans for that?
Thanks, guys.
Elecman: I suspect it would work for aircraft simulation at some level, but there’s no stalling of airflow at high angles of attack with this approach, so for wings it would probably be better to use airfoil data.