#6DOF
id really love a 6DOF racing game like wipeout but fucked up
September 29, 2026 at 3:10 AM
布は変形しやすく、折り目や端が隠れて把持点の判断が難しい。片腕で布を持ち、もう片腕で最適な点を掴んで広げる空中持ち替え戦略を採用。提案のCeDiRNet-6DoFは、密な3D把持回帰とセグメンテーション、sin/cos符号化したオイラー角で把持点と6自由度姿勢を同時推定する。ICRA 2024 Cloth Competitionの双腕環境で評価し、最高水準の性能を達成した。
September 28, 2026 at 9:58 PM
Made an URDF file for a cheap Aliexpress robot arm https://www.reddit.com/r/robotics/comments/1wrm63o/made_an_urdf_file_for_a_cheap_aliexpress_robot_arm/Made a simple urdf file for a cheap 6dof Aliexpress robot arm i bought a while ago. It's still work in progress, so masses inertia and ROS […]
Original post on mas.to
mas.to
September 28, 2026 at 1:59 PM
Lucy Fothergill, Pietro Valdastri, Dominic Jones, Duygu Sarikaya: PICO: Projection-Informed Consistency Optimisation for 6DoF Surgical Tool Pose Estimation https://arxiv.org/abs/2609.30989 https://arxiv.org/pdf/2609.30989 https://arxiv.org/html/2609.30989
September 28, 2026 at 6:40 AM
i don't play souls-likes but i do play 6DOF shooters where i usually die 100 times in 20 minutes or so so i guess i do like punishment for the sake of punishment
September 27, 2026 at 7:27 PM
Does Subnautica have 6DOF vehicles or is it all forward steering?
September 26, 2026 at 9:56 PM
Traversing in a downward direction.

This is my first time playing the OG 6DoF game, and my first time using both my left and right VKBs simultaneously. It's got all the axes. I'm using all the axes. It's magical. ✨🪓
September 26, 2026 at 6:49 PM
Video meeting software is pretty good. So is design and collaboration software. We've been making productivity software for a long time without 6DOF and depth perception. Making architectural models is also a lot cheaper than $1300 per person viewing it.
September 26, 2026 at 6:17 AM
How I Fixed Relative Docking & Physics Drift in UE5 (Aether Framework Deep Dive)
Hey DEV! 👋 Last week I shared an update on my open-world space sim _Sirius_ (on reddit KadmiumTech), built on my custom **Aether Framework** in Unreal Engine 5. Aether leverages UE5's Network Prediction Plugin (NPP) and Large World Coordinates (LWC) to handle deterministic 6DOF space physics. One of the trickiest mechanics in space games is **Relative Docking** —landing a small, agile fighter onto a massive, fast-moving capital carrier without physics jitter or netcode desync. Here is a deep dive into four specific physics bugs I encountered and how I solved them in C++! This is still work in progress and needs some adjustmends but the core works. ## ### 1. Jittery Rotation on Moving Carriers **The Problem:** Whenever a ship entered a relative movement zone, rotational smoothing was completely bypassed. Every micro-rotation of the carrier hit the player's ship as a harsh, frame-by-frame stutter. Additionally, the camera aim director was running post-physics, creating a phase shift between camera, mesh, and physics state. **The Solution:** I synchronized the Aim Director updates directly with netcode prediction ticks and re-enabled rotational smoothing for relative zones in `AetherMovementComponent.cpp`. Rotation offsets are now smoothly interpolated toward `Identity` using `FQuat::Slerp`. // AetherMovementComponent.cpp - FinalizeSmoothingFrame() if (Sync->bIsRelative && Sync->ZoneID > 0) { if (UAetherGravitySubsystem* Subsystem = GetGravitySubsystem()) { FTransform ParentTransform; if (Subsystem->GetZoneTransform(Sync->ZoneID, ParentTransform)) { TargetLocation = ParentTransform.TransformPosition(TargetLocation); TargetRotation = ParentTransform.TransformRotation(TargetRotation); } } // Smoothly interpolate translation and rotation offsets back to identity SmoothingTranslationOffset = FMath::VInterpTo(SmoothingTranslationOffset, FVector::ZeroVector, DeltaTime, 15.0f); SmoothingRotationOffset = FQuat::Slerp(SmoothingRotationOffset, FQuat::Identity, FMath::Clamp(DeltaTime * 15.0f, 0.0f, 1.0f)); VisualComponent->SetWorldLocationAndRotation( TargetLocation + SmoothingTranslationOffset, (SmoothingRotationOffset * TargetRotation).GetNormalized() ); return; } ### 2. Violently Oscillating / "Sticky" Landing Gear **The Problem:** Landing gear suspension forces were calculated using raw spring velocity multiplied by friction and mass—missing delta-time scaling and impulse limits. Pressing into the ground created an unscaled force that catapulted the ship into space in an violent feedback loop. **The Solution:** In `AetherLandingGearSim.cpp`, damping forces are now properly scaled by mass, frequency, and time step, with impulses clamped against maximum allowed Gs. I also isolated the "Sticky" (magnetic) landing gear behavior to apply a controlled, downward force vector. // AetherLandingGearSim.cpp - Step() const float ActiveStiffness = ScaledStiffness * ProgressiveMultiplier; const float ActiveDamping = (AxisVelocity < 0.0f) ? (ScaledDamping * 0.2f) : ScaledDamping; // Calculate spring force and clamp max impulses to prevent violent bounce-backs float SpringForce = (Compression * ActiveStiffness) - (AxisVelocity * ActiveDamping); SpringForce = FMath::Clamp(SpringForce, 0.0f, (MassPerGear * 980.0f) * Gear.MaxSuspensionGs); FVector CurrentGearForce = GearUpDir * SpringForce; // Separate magnetic ground attraction force if (Gear.GearMode == EAetherLandingGearMode::Sticky && Compression > 0.001f) { const float AdhesionForce = MassPerGear * 980.0f * 1.5f; CurrentGearForce -= GearUpDir * AdhesionForce; } ### 3. Rolling 90° Caused Unwanted Sideways Drift **The Problem:** The aerodynamic lift vector calculation contained a matrix transformation flaw that simplified to applying lift straight up against world gravity, regardless of ship orientation. Rolling 90° put the wings vertical, but lift kept pushing world-up, producing unintended lateral drift. **The Solution:** Lift must always evaluate relative to the ship’s **local Up axis** (`Sync->Rotation.GetAxisZ()`). In `AetherAeroSim.cpp`, the lift force vector is now computed directly along the local roof vector and scaled by atmospheric density. // AetherAeroSim.cpp - Step() if (EnvDensity > 0.001f) { const FQuat InvShipRot = Sync->Rotation.Inverse(); const FVector BodyVel = InvShipRot.RotateVector(Sync->LinearVelocity); const float ForwardSpeed = FMath::Max(0.0f, BodyVel.X); const float InvMaxLiftSpeed = 1.0f / FMath::Max(1.0f, Aux->MaxSpeed * Aux->OptimalLiftSpeedRatio); const float LiftAlpha = FMath::Clamp(ForwardSpeed * InvMaxLiftSpeed, 0.0f, 1.0f); // FIX: Get local ship up direction instead of world up! const FVector ShipUpDir = Sync->Rotation.GetAxisZ(); const float GravityMag = LocalGravity.IsNearlyZero() ? 980.0f : LocalGravity.Size(); // Apply aerodynamic lift aligned with local ship orientation Sync->LinearVelocity += ShipUpDir * (LiftAlpha * GravityMag * EnvDensity * DeltaSeconds); } ### 4. Loss of Inherited Speed When Exiting Moving Carriers **The Problem:** When exiting a carrier, zone transition logic calculated inherited world velocity correctly (e.g., combining 2,000 cm/s ship speed + 55,000 cm/s carrier speed). However, on the exact same frame, the velocity was clamped against the ship's standalone engine `MaxSpeed` (e.g., 5,000 cm/s), causing the ship to instantly lose over 90% of its momentum. **The Solution:** I removed the hard top-speed clamp during world-zone handshakes in `FAetherSpaceUtils::ProcessZoneHandshake`. Instead, excess momentum bleeds off dynamically over time (`Dynamic Bleed`) inside `AetherAeroSim.cpp`. // AetherAeroSim.cpp - Step() const float SpeedSq = Sync->LinearVelocity.SizeSquared(); const float MaxSpeedSq = FMath::Square(EffectiveMaxSpeed); // Exponentially bleed off excess inherited velocity instead of hard-clamping if (SpeedSq > MaxSpeedSq) { const float CurrentSpeed = FMath::Sqrt(SpeedSq); const float ExcessSpeed = CurrentSpeed - EffectiveMaxSpeed; const float DynamicBleed = Aux->DynamicBleedBase + (ExcessSpeed * Aux->DynamicBleedFactor); const float NewSpeed = EffectiveMaxSpeed + (ExcessSpeed * FMath::Exp(-DynamicBleed * DeltaSeconds)); Sync->LinearVelocity *= (NewSpeed / CurrentSpeed); } ### Key Takeaway Developing networked physics for space games requires strict separation of local and world reference frames. By dividing the simulation tick into modular sub-simulations (Kinematics -> Aerodynamics -> Landing Gear -> Collision) within UE5's Network Prediction Plugin, we can guarantee deterministic simulation across server and client views. Have you worked with relative physics frames or NPP in Unreal Engine 5? I’d love to hear your thoughts or questions in the comments below!
dev.to
September 25, 2026 at 11:47 PM
#RA #AR #XR
DFRobot seeMote Cap Opens Preorders at $229, Bringing Real Tools Into Spatial Computing
https://www.prnewswire.com/news-releases/dfrobot-seemote-cap-opens-preorders-at-229-bringing-real-tools-into-spatial-computing-302877491.html
DFRobot seeMote Cap Opens Preorders at $229, Bringing Real Tools Into Spatial Computing
DFRobot annonce la disponibilité en précommande du seeMote Cap, un module de suivi spatial 6DoF pour les développeurs d’applications visionOS, au prix de 229 dollars. Les premières livraisons sont prévues fin septembre 2026. Ce dispositif se fixe sur des outils existants (tournevis, instruments médicaux, modèles pédagogiques, etc.) pour capturer leurs mouvements en temps réel, facilitant ainsi la création de prototypes d’applications spatiales sans nécessiter de contrôleur dédié. DFRobot fournit des ressources ouvertes (fichiers de référence, modèles 3D, exemples de code et SDK Swift) via son wiki pour aider les développeurs à intégrer le module, compatible avec l’API Spatial Accessory d’Apple. Les cas d’usage incluent la formation industrielle, la simulation médicale, l’éducation pratique et l’évaluation des compétences.
www.prnewswire.com
September 25, 2026 at 3:00 PM
#AR #AugmentedReality : => DFRobot seeMote Cap Opens Preorders at $229, Bringing Real Tools Into Spatial Computing ...

=> https://www.prnewswire.com/news-releases/dfrobot-seemote-cap-opens-preorders-at-229-bringing-real-tools-into-spatial-computing-302877491.html
DFRobot seeMote Cap Opens Preorders at $229, Bringing Real Tools Into Spatial Computing
<div class="markdown"><p>DFRobot annonce la disponibilité en précommande du <em>seeMote Cap</em>, un module de suivi spatial 6DoF pour les développeurs d’applications visionOS, au prix de 229 dollars. Les premières livraisons sont prévues fin septembre 2026. Ce dispositif se fixe sur des outils existants (tournevis, instruments médicaux, modèles pédagogiques, etc.) pour capturer leurs mouvements en temps réel, facilitant ainsi la création de prototypes d’applications spatiales sans nécessiter de contrôleur dédié. DFRobot fournit des ressources ouvertes (fichiers de référence, modèles 3D, exemples de code et SDK Swift) via son wiki pour aider les développeurs à intégrer le module, compatible avec l’API <em>Spatial Accessory</em> d’Apple. Les cas d’usage incluent la formation industrielle, la simulation médicale, l’éducation pratique et l’évaluation des compétences.</p></div> <br>— <a href="https://www.augmented-reality.fr/laveille/shaare/P-vvWg" title="Permalink">Permalink</a>
www.prnewswire.com
September 25, 2026 at 2:38 PM
Verkkotunnus: gvoimala.fi
Rekisteröity: 2026-09-25 00:16
Käyttäjä: 6DOF Systems Oy
Maa: Suomi
Välittäjä: Planeetta Internet Oy
September 24, 2026 at 10:12 PM
My primary project is a Titanfall inspired multiplayer movement-mech first person shooter

My secondary project is a co-op PVE roguelike looter/extraction shooter with dynamic gravity and 6dof movement

Also making a Noita mod to provide a better twitch chat voting integration
September 24, 2026 at 5:04 AM
Max Payne 2 en VR.

​El modder betotron sigue con su versión con estereoscopíco real, 6DoF y apuntado por movimiento para PC VR.

​Descarga en GitHub:

github.com/betotron/Max...

Está en desarrollo activo y aún tiene fallos.

#MaxPayne #VRGaming #PCVR #Gaming
September 23, 2026 at 11:28 AM
I Am Your Beast VR is now available on Steam. It features full 6DoF hand movement, with the ability to use free hands for melee attacks, while weapons can be swapped between hands and thrown at enemies.

#IAmYourBeast #VR #GamingNews #Gaming
September 23, 2026 at 11:00 AM
Overload: Original Soundtrack
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Price: $9.99
Find soundtrack details on SteamPulse:
https://steampulse.org/soundtrack/857880
Overload: Original Soundtrack soundtrack on SteamPulse
The soundtrack for Overload, the ultimate 6DOF action game.
steampulse.org
September 22, 2026 at 6:30 PM
Impact of Driving Dynamic Fluctuations of 6DOF-SVC Model Predictions Across Five Real-World Driving Studies https://www.biorxiv.org/content/10.64898/2026.09.18.752352v1
September 22, 2026 at 7:45 AM
Impact of Driving Dynamic Fluctuations of 6DOF-SVC Model Predictions Across Five Real-World Driving Studies https://www.biorxiv.org/content/10.64898/2026.09.18.752352v1
September 22, 2026 at 7:45 AM
🔥 [Prime] Logitech G X56 H.O.T.A.S - joystick + double manette des gaz, 6DoF, 189 commandes programmables, RVB
174.99 €
#BonPlan #Gaming #Promo
[Prime] Logitech G X56 H.O.T.A.S - joystick + double manette des gaz, 6DoF, 189 commandes programmables, RVB
174.99 €
www.amazon.fr
September 22, 2026 at 7:39 AM
Amazing DOOM (2016) #VR conversion mod! It adds room-scale 6DoF movement, tracked motion-controller input and stereoscopic VR rendering to the original campaign.

https://github.com/CactusVRStudios/KHARVOX
September 22, 2026 at 12:31 AM
Première grande démo des Specs, smart glasses en réalité augmentée 6DoF autonomes de Snapchat. C'est encore un peu fébrile au niveau des manipulations (le hand tracking dans les menus c'est toujours complexe) mais ça fonctionne.
www.uploadvr.com/watch-snap-c...
Watch Snap's CEO Demo Specs True AR Glasses Live On Stage
Snap's CEO demoed the soon-to-launch Specs standalone true AR glasses live on stage, including an official Harry Potter experience from HBO.
www.uploadvr.com
September 21, 2026 at 6:57 AM