Easy as Pong
Video: A demo of a model created in Unity 3D.
We have all dreamt of ways to make point clouds easier for everyone, and while distributing a point cloud with light viewers or online browser based viewers that have simplified controls are currently the best method, they are lacking in terms of a natural and intuitive experience. One of the most common problems I have found is when given the option to partially see and physically pass through walls within the 3D model, the user will do so. After blasting through walls like Juggernaut, a minute later most users are lost and have no idea where they are in relation to where they started. In contrast, a game environment often forces the user to egress by normal pathways while helping them to create their own mental map and subsequently deepening their understanding and appreciation of the space. These constrictions of the game world are accomplished with what are called colliders and game physics, which help to add realism to the environment. Just a few well-placed 3D sounds and lights in a scene can heighten one’s sense of how confined or open a room may be.
