Virtual compass physics

Len me introduce Virtual-O’s virtual compass physics.

The compass is an old school one. So you must excuse it hasn’t so stable needle.


Most important thing was to get it working pretty realistic. Every physics parameter of the compass is tweakable.

I can change weight of the needle, angular drag, magnetic force. And result is calculated by physics engine.

Now engine is already prepared for thumb compassess. Same system would be used, only with changed parameters.

Virtual-O on World of O

Virtual-O on World of O!

Pretty exciting day for Virtual-O. Jan Kocbach has written article about us. I think it’s really nice and positive.

And what is most important, he has delivered Virtual-O’s message and vision to community.

Virtual-O is now getting in contact with people. From hobby to top level. And not only with orienteers.

For example, I’m pretty excited about contact with adventure racing community. We’ll see what it will bring to Virtual-O.


Virtual-O on World of O

Virtual orienteering simulator is not complete without virtual compass

I got a question about missing compass. Of course, Virtual-O will use virtual compass. (it will be optional, you will have ability to disable it for training purposes)

And I’m working on it’s implementation now. Here is first model used for prototyping. (old school one)

First compass

Of course  thumb compasses will be introduced in future.

After short vacation, I will continue to work on it’s physics simulation. So stay tuned.



One step closer to realistic orienteering simulator

I have made complete revamp of first person controller. Added speed differentiation and ingame hands. (holding map)

So we are one step closer to the most realistic orienteering simulator.

Here are more details:

Speed map

Implemented the runner speed based on map symbols. Here is visualised speed map.

Realistic orienteering simulator

And I have working slope based speed of runner too. (it’s not linear relation, I can specify whole curve based on slope value)

For example 20 degress downhill could speed up runner. But 85 degress downhill could make runner slower.

Slopes and map symbols are influencing the speed of runner by percents. And I can independently set 100% speed of runner.

Than everything will be calculated from this base speed. This makes tuning of a parameters flexible.

So we now have more realistic runner simulation. (it need some further tweaking of parameters, but that’s an easier part)

Ingame map enhancements

Further enhancements were made to the ingame map. These features were added:

  • animation when enabling the map.
  • map bob while running.
  • slight map moving when standing still
  • realistic hand is holding map