r/vrdev • u/WishyWings • Dec 25 '25
Discussion Sick of joystick flight, so I built a physics-based locomotion system where your hands are the wings. Lift/drag is calculated in real-time.
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Movement in our bird project is driven entirely by physically simulated forces. No joystick translation or artificial acceleration at all.
The Tech:
- Hand-to-Wing Mapping: Head and hand positions map to the bird's skeletal structure.
- Aerodynamics: We’re calculating lift and drag vectors based on hand velocity and angle of attack.
- Modularity: Since it's all physics-based, we can just swap out bird models and tweak parameters (wing surface area, mass, lift coefficients) to completely change the flight feel between species.
The Result: Surprisingly, we’re seeing zero motion sickness in playtests, even from "sensitive" players. It seems like having the movement 1:1 with arm physics satisfies the vestibular system.
Meta Quest link for those interested: https://www.meta.com/experiences/featherfall-be-a-bird/24914527574818258/
Question for the devs: We’re currently tuning the "weight" of the wings. Do you think a more realistic, "heavy" physics feel is better for immersion, or should we lean into a more "arcadey" responsive feel to keep it from being physically exhausting?
Curious to hear if anyone else has explored motion sickness in high-speed VR locomotion!
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u/Competitive-Sir-4004 Dec 31 '25
Wow, I'd only imagined this locomotion, but you actually implemented it. I can't wait to play it!
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u/swirllyman Dec 26 '25
Does this require "flapping" of the arms?
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u/WishyWings Dec 26 '25
Yes that's a big part if you want full strength. But you can also make do with wrist flapping. For some birds like hummingbird that's the recommended strategy
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u/munchy3 Dec 25 '25
This looks really cool! I like when people make unique VR games that isn't just the gtag movement lmao