Faylinn & Elepa
Faylinn Faylinn
Hey Elepa, how about we design a VR gallery where each piece is a data‑driven story—like a color‑coded heat map that morphs into a 3D landscape, and the viewer can tweak the stats in real time? Think you could map the variables?
Elepa Elepa
Sure, let’s start by listing the variables. Temperature, humidity, viewer distance, interaction time, and color saturation are the core. I’ll assign a color scale to each, calculate z‑scores, and feed the values into a real‑time data pipeline. Once the spreadsheet is set up, the VR engine can pull the numbers and morph the heat map into a 3D landscape on the fly. Just remember to keep the pie charts away, they’re confusing for dynamic rendering.
Faylinn Faylinn
Cool lineup! Maybe throw in a “haptic pulse” variable too—so the terrain can feel the data, not just see it. That’ll keep the immersion tight. Ready to code the shader?
Elepa Elepa
Add a haptic pulse variable as a scalar amplitude. Map it to the heightfield shader’s normal perturbation. I’ll write the GLSL snippet now.
Faylinn Faylinn
Nice, that’ll give the field a real “pulse” feel. Just keep the amplitude in a 0‑to‑1 range or you’ll kill the normals. Once you drop the snippet, I’ll run a quick preview in the sandbox and tweak the mapping. Shoot it over!
Elepa Elepa
float pulseAmplitude = clamp(data.hapticPulse, 0.0, 1.0); vec3 normalOffset = normalize(vNormal) * pulseAmplitude * 0.05; gl_Position = projectionMatrix * modelViewMatrix * (vec4(position + normalOffset, 1.0));