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duhone
12 years agoHonored Guest
Another .net wrapper
Open sourced my .net wrapper for the sdk. I believe there are others already out there, but figured it may be of some use to someone.
https://github.com/duhone/EteriumRift
Used for Eterium. Only has what I needed. Eterium was an XNA game, but I only used core .net types for the wrapper (i.e. uses a float array instead of an XNA Quaternion class), so library shouldn't need to reference XNA to use it. I didn't do the change of coordinates in my wrapper, that's happening in the game, so if you use XNA you have to do that.
There is a pre built dll in libs folder you can add as a reference to your project if you don't want to build the lib, otherwise you have to update the property sheet in root folder to point to the rift sdk.
I'll probably update it to latest rift SDK whenever that's out.
Built with VS2012.
Code attempts to minimize managed to unmanaged transitions, could be less even, but fine as is I think. It does transition every time you pull the head tracking though, I always want to promise latest numbers for that.
https://github.com/duhone/EteriumRift
Used for Eterium. Only has what I needed. Eterium was an XNA game, but I only used core .net types for the wrapper (i.e. uses a float array instead of an XNA Quaternion class), so library shouldn't need to reference XNA to use it. I didn't do the change of coordinates in my wrapper, that's happening in the game, so if you use XNA you have to do that.
There is a pre built dll in libs folder you can add as a reference to your project if you don't want to build the lib, otherwise you have to update the property sheet in root folder to point to the rift sdk.
I'll probably update it to latest rift SDK whenever that's out.
Built with VS2012.
Code attempts to minimize managed to unmanaged transitions, could be less even, but fine as is I think. It does transition every time you pull the head tracking though, I always want to promise latest numbers for that.
1 Reply
- guygodinProtegeI'm looking into creating a wrapper around the C Api using p/invoke rather than a CLI/C++ wrapper like RiftDotNet. In order to do this though I'd have to compile LibOVR as a DLL.
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