Simulation and Virtual Reality

[Previous] [Next]

Although game development is by far the most prevalent use of Direct3D, this product is applicable to other 3D development arenas. The two I see the most potential in are simulation and virtual reality (VR). Many uses for 3D simulation exist, including driving and flight simulations and architectural visualization. Using the techniques covered in this book, you should be able to produce some excellent commercial-quality systems for these markets.

VR is another area that Direct3D is applicable to. I've been involved in the VR market for a number of years and find that Direct3D, in conjunction with the new PC-based 3D accelerator boards, has great potential for this arena. Only a few years ago, you needed to purchase a system that cost well over $50,000 to even consider developing a visually compelling VR environment.

Today, 3D accelerator boards that provide multiple 3D processors sell for well under $1000. Using one or two of these boards in a PC-based system, you can drive a VR headset with incredibly detailed, 3D graphic worlds. Combining these boards with a 3D head-tracking system (which have dropped greatly in price during the last few years) and some unique input devices, you can produce a full VR system. With a proper delivery format to the customer (such as site-based gaming or downloadable, networked software that runs on the Internet), it's possible to produce a revolutionary system. The market is ready to explode for the person who develops an application that captures the population's attention.

Remember, the RoadRage code on the companion CD provides the framework for stereo vision output, so you can support 3D VR headsets with very little additional effort on your part.



Inside Direct3D
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net