>>11198974It's not really a computer graphics problem, more of a general thing.
I'm trying to make a path a person can walk on in a VR environment, where their turning is dulled by 25% in the game. So, they turn 180 degrees in real life, and only 135 degrees in the game. This way, in theory, I can have the person explore a rather large virtual area with only a small real world area. And that in itself is really easy, you can just have a bunch of 45 degree angles zigzagging across an infinite plane.
The problem comes when I try to have the person get back to where they started in a natural way. In addition, there'll be an extra VR tracker attached to a physical object for the person to interact with, and that needs to be in a place where they can interact with it at the point when they need it, but also aren't walking into it constantly (because with the zigzags, they walk back and forth on the same line - having the object there would mean they bump into it).
My plan is to have a bit of path that sticks out of the zigzags, which forces the player off their single line, into an area where the object exists. Then when they're done they get back on their line. But then they're going a different direction in VR and I want them to end up back where they started. And doing that is making my brain melt.
Best solution I have is pic, but it's wrong and messy. The bits with 90 degree turns are where they go off to touch the object, then come back on course. Only issue is I only need them to do that once, and any further times risk hitting the object more. We can avoid that by having the number of zigs and zags be different at places where they shouldn't hit the object, but... argh.
You see why my brain is melting.