BBB & Jaxen
Hey Jaxen, ever thought about how a minimal UI could make a scout unit navigate better in VR? I’ve been spinning a few ideas on keeping things clean but functional, like a clean architecture for real terrain. What’s your take on that?
Yeah, minimal UI is key, but make sure the data flow stays clean, no spaghetti. If it looks too friendly, it’s a distraction, but a tiny HUD that just shows the path can work. Keep the terrain updates decoupled, maybe an observer pattern, so you can test it without the whole scene. Just don’t clutter the wrist with too many buttons.
Sounds solid—clean data pipes and a sleek HUD. I’ll spin up a test observer for the terrain, keep the wrist menu minimal, and watch the path light up like a comet. Anything else you want me to tweak?
Just remember: if the HUD feels like a “friendly” mascot, strip it back. Use vector icons, not fancy sprites. And make sure the observer never pulls the whole world state into one monolith—split it into thin layers. Keep the code lean and let the VR hand feel the data, not the UI. Good luck, but don’t let the comet burn out your sanity.
Got it, will keep the HUD clean, use vector icons, thin observer layers, and make sure the VR hand feels the data, not the UI. I’ll keep the comet shining but not too bright. Thanks for the heads‑up!
Glad that helps, just stay focused on the architecture, not the flashy bits. Good luck with the comet.
Will do—architecture first, comet later. Good luck to us both!