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troffmo5's avatar
troffmo5
Honored Guest
13 years ago

Irrlicht 3D Engine

Hi,
i wrote month ago a test for my DIY HMD with the Irrlicht 3D engine (http://irrlicht.sourceforge.net/).
I've just updated it to use the distortion formula and parameters from the Oculus SDK.
As soon as receive my devkit i will try to intergrate the tracker, or if you have time and want to have fun, you can help me to improve it :D
Here is the link: https://github.com/troffmo5/HMDIrrlicht

Have fun!

16 Replies

  • I just uploaded a new version. This time that amazing 3d feeling is also in ;)
  • I just uploaded a new version where the demo is compiled using my favorite compiler (MinGW). Instead of compiling the Oculus SDK I created a DLL with VC that exports 3 functions (at the moment .. I'll at least add a function to read the global settings) and that DLL is used by the demo projects. Works fine. It should be possible to use the DLL with VC as well, or I'll add the old code calling the Oculus SDK directly if requested. Can be downloaded at http://bulletbyte.de/products.php?sub=irr&show=rift.
  • I now got my first game using the Rift and Irrlicht in a state where I can do some sort of a pre-release (or open Beta) or whatever .. still work-in-progress, but playable: Sky of Verdun 3d (https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=4440). Still some features to come, but ready for a first test. Nice multiplayer dogfight game (red planes vs. blue planes) with a server written in JavaScript (node.js) and both a native Windows client (with Rift support) and a HTML5 client (runs OK in FireFox, needs some fixes for Chrome). The native client in located in the "bin" folder.
  • suvi's avatar
    suvi
    Honored Guest
    I had to rewrite the Oculus Rift-support for Gekkeiju Online to get DK2 working so I decided to clean up the code a bit and make it available to others as well. The code has been tested with Irrlicht 1.7.3 and 1.8.1, and with both DirectX 9 and OpenGL.

    https://github.com/Suvidriel/IrrOculusVR

    It's currently not using the SDK rendering but handles the distortions with the distortion meshes. Also I've been unable to test the Direct to HMD-mode but the code contains the same parts as were in the documentation.