VR sword combat can be improved to make up for the lack of force feedback.

What it does

Causes sword and arm to detach from actual arm position. This forces the character to regain control of sword and arm, which effectively causes the player to be blocked/parried as if there were force feedback.

How we built it

Unreal Engine, Blender and dedication

Challenges we ran into

Developing a smarter AI, and a solid coupling mechanic

Accomplishments that we're proud of

Everything we accomplished.

What we learned

Inverse kinematics, modeling, game physics, and more

What's next for Phantom Sword VR

Improved coupling mechanics and smarter AI

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