Forum Discussion
bluenote
11 years agoExplorer
Official Java Bindings?
I'm wondering whether Oculus VR has plans to provide official cross-platform Java bindings in the SDK? Did they ever comment on this? And if so, will it be a JNI wrapper or even a native API? The c...
rupy
11 years agoHonored Guest
"jherico" wrote:
I'm not clear on how exactly you would expect official Oculus JNI bindings to look substantially different from
these bindings. The math data wrappers now have converters to more complete math types including quaternions. This is the Oculus C API.
So this connects directly to the Oculus official binaries? What else do I need for this to work?
Make a tutorial: Download this and that, extract these ddls, .so etc. do this do that... so we can judge how much effort is involved.
"jherico" wrote:
LWJGL works fine for me on Linux. I haven't really tried OSX, but they do have binaries for that platform, so I don't know what you mean by 'not running properly'
Well this is really subjective but since there has been trouble for me, I suspect there will be trouble for others too:
- With linux (latest everything) on old X61s (First integrated Intel graphics with hardware 3D) I have flickering of display lists, it breaks the game completely.
- On OSX the viewport stuff is broken so only one eye renders if you use a scissor that is smaller than the viewport.
There are not enough users and/or developers of LWJGL to make these platforms AAA-title stable on all hardware on these operatives with legacy OpenGL.
So since a simple and competent Oculus driver is also hard to come by for these and FPS are ALOT slower on ANY hardware compared to Win, I completely ignore them for now!
It's sad, but that's the way it will be until "Blizzard delivers Linux builds of WoW, Diablo, Starcraft" if you get my metaphor?
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