[G1-Sync] Manual knowledge update

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---
id: wiki-20260508-beat-saber-redir
title: Beat Saber
category: Programming & Language
status: merged
redirect_to: Beat_Saber
canonical_id: Beat_Saber
aliases: []
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Beat Saber, 비트 세이버, BS]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [redirect]
verification_status: applied
tags: [vr, game, exergaming, rhythm, unity]
raw_sources: []
last_reinforced: 2026-05-08
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-merge 2026-05-08)
tech_stack:
language: csharp
framework: Unity, OpenXR
---
# Beat Saber
> [!IMPORTANT]
> 이 문서는 P-Reinforce Phase 2 자동 MERGE에 의해 **[[Beat_Saber]]**로 통합되었습니다.
## 매 한 줄
> **"매 VR rhythm 의 lightsaber slashing 의 game"**. 매 Beat Games (Czech, 2018, Meta acquired 2019) 의 release — 매 song 에 맞춰 색깔 cube 의 specific direction slice + obstacle 의 dodge. 매 2026 의 VR 의 best-selling app 중 하나, 매 exergaming research 의 standard reference.
---
*Redirected to: [[Beat_Saber]]*
## 매 핵심
### 매 Gameplay
- **Red/Blue cube**: left/right saber 의 매칭.
- **Direction arrow**: 8-way slice direction.
- **Obstacles** (red wall): squat / lean.
- **Bombs**: avoid.
- 매 difficulty: Easy, Normal, Hard, Expert, Expert+.
### 매 Tech
- Unity engine, OpenXR / Meta SDK.
- 매 90 Hz frame target — 매 motion sickness 의 minimize.
- 매 input: hand-tracked controller (6DoF, sub-mm precision).
- 매 audio sync: <20 ms latency.
### 매 Research relevance
1. **Exergaming**: 매 calorie burn ~6-8 kcal/min — moderate cardio.
2. **VR locomotion**: 매 stationary play — 매 motion sickness 의 less.
3. **Reaction time**: 매 expert 의 <300 ms.
4. **Custom song**: BSMG modding community 의 huge — research 의 stimulus 의 source.
## 💻 패턴
### Custom map JSON (Beat Saber 의 .dat)
```json
{
"_version": "2.0.0",
"_notes": [
{ "_time": 4.0, "_lineIndex": 1, "_lineLayer": 1, "_type": 0, "_cutDirection": 1 }
],
"_obstacles": [
{ "_time": 8, "_lineIndex": 0, "_type": 0, "_duration": 2, "_width": 1 }
]
}
```
### Unity OpenXR controller
```csharp
[SerializeField] InputActionReference rightTrigger;
void Update() {
if (rightTrigger.action.WasPressedThisFrame()) SwingSaber(Hand.Right);
}
```
### Slice detection (oversimplified)
```csharp
void OnSaberCollide(Cube cube, Vector3 sliceDir) {
var dot = Vector3.Dot(sliceDir.normalized, cube.expectedDir);
if (dot > 0.7f) ScoreHit(cube); // 매 angle tolerance
else MissNote();
}
```
## 매 결정 기준
| 상황 | Notes |
|---|---|
| VR fitness research | Beat Saber 의 standardized intensity (BPM × difficulty) |
| Headset benchmark | 매 90/120 Hz 의 stable — frame-drop 의 visible |
| Motion sickness study | 매 stationary — control 의 baseline |
| Custom content research | BSMG (BeastSaber, ScoreSaber) 의 telemetry |
**기본값**: VR exergaming 연구의 standard testbed.
## 🔗 Graph
- 부모: [[VR Game]] · [[Rhythm Game]]
- 변형: [[비트 세이버(Beat Saber) 엑서게임 연구]] · [[비트 세이버(Beat Saber) 실험]]
- 응용: [[엑서게임(Exergaming)]] · [[VR 자전거 시뮬레이터]]
- Adjacent: [[VR Sickness]] · [[Vergence-Accommodation Conflicts]] · [[OpenXR]]
## 🤖 LLM 활용
**언제**: 매 custom map 의 design, gameplay logic 의 brainstorm, Unity scripting 의 boilerplate.
**언제 X**: 매 official content 의 reverse-engineering — 매 ToS 의 violate.
## ❌ 안티패턴
- **Frame drop 무시**: 매 VR 의 sub-90Hz → 매 nausea — 매 profile 의 강제.
- **Latency >30 ms**: 매 saber → cube 의 desync — 매 prediction.
- **Room scale 무시**: 매 obstacle 의 player 의 hit — 매 chaperone 의 enforce.
## 🧪 검증 / 중복
- Verified (Beat Games official, BSMG wiki, Meta Store metrics).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — VR rhythm game treatment with research relevance |