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👁️ View Modes & Optimizations

AeroBeat is designed to run on everything from a high-end VR headset to a budget Android phone. To achieve this, we separate the Gameplay Logic from the Visualization.

The Two Core Views

Creators should understand that their charts will be experienced in two very different ways depending on the athlete's device.

1. Portal View (Immersive)

  • Target Device: VR Headsets, Large TVs (PC/Console).
  • Perspective: First-Person 3D.
  • Mechanic: Targets fly towards the player from "Portals" in 3D space.
  • Spatiality: Can utilize 360-degree space (VR) or wide 180-degree arcs.

2. Track View (Linear)

  • Target Device: Mobile Phones, Tablets, Laptops.
  • Perspective: 2D "Waterfall" (Vertical or Horizontal).
  • Mechanic: Targets rise along fixed lanes (like Dance Dance Revolution or Guitar Hero).
  • Constraint: Limited screen real estate.

🔄 Auto-Optimizations & Fallbacks

To ensure a "Pro" difficulty chart created for VR is still playable on a phone, the Engine applies automatic optimizations at runtime.

The "360 to 2D" Fold

  • Scenario: A chart uses 360-Portal-View, requiring the player to physically spin around to hit targets behind them.
  • The Problem: A mobile player cannot see behind them, nor can the camera track them if they turn away from the screen.
  • The Fix: The Engine detects the device type. On 2D screens, "Rear" and "Side" portals are mathematically "folded" onto the main forward-facing plane.
    • Result: The player performs the same arm gesture (e.g., Left Hook), but the target appears from the front-left instead of directly left.

Snap-Fatigue Prevention

  • Scenario: Rapid switching between extreme left and extreme right portals.
  • The Problem: On a small phone screen in Track View, this looks like visual noise and is hard to read.
  • The Fix: The Track View renderer clamps the horizontal lane spread. While the physical input required remains high-energy, the visual representation is kept within the "readable zone" of the device's aspect ratio.