Oculus Rift support

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
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marbas
Posts: 1
Joined: Thu Aug 16, 2012 3:50 pm

Oculus Rift support

Post by marbas »

Hi!

Any chance to implement support for the upcoming Oculus Rift HMD featured on kickstarter?

Info:
kickstarter: http://www.kickstarter.com/projects/152 ... o-the-game

Barrel distortion (fisheye) source code thread:
mtbs3d forum: http://www.mtbs3d.com/phpBB/viewtopic.php?f=138&t=15086

Thanks.
hybrid
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Re: Oculus Rift support

Post by hybrid »

Well, last time I used such a device, the driver did all the job. Good old NVidia stereo drivers... But all of this can be build without any change in the engine, you simply have to create the camera controller and render both views as required. If anyone contributes such modules, we could put them into the engine of course.
troffmo5
Posts: 2
Joined: Thu Sep 20, 2012 8:43 pm

Re: Oculus Rift support

Post by troffmo5 »

This is a test i made for my HMD prototype i built waiting for the Oculus Rift.
I have no experience with Irrlicht and therefore i probably didn't all the things right.
You can try it from:
git://github.com/troffmo5/HMDIrrlicht.git
and if someone wants to integrate it to Irrlicht is welcome :D
troffmo5
Posts: 2
Joined: Thu Sep 20, 2012 8:43 pm

Re: Oculus Rift support

Post by troffmo5 »

I updated the demo using the distortion formula and parameters from the Oculus SDK.
Tracker support is still lacking, but as soon as i get the devkit i will try to integrate it.
Brainsaw
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Location: Bavaria

Re: Oculus Rift support

Post by Brainsaw »

That's great. I have to try it once I get home (though I don't yet have the Rift DevKit either ... and I got an order number around 20000, so I guess I'll have to wait some more time :( ).
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