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