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holophone3d's avatar
holophone3d
Explorer
13 years ago

OR Rendering and Headtracking for SunBurn Engine (XNA,C#)

The SunBurn engine is an XNA C# based cross platform (Windows/Phone/Xbox) development toolset. While XNA doesn't really have a future, its all free (including the SunBurn framework) and really easy to build stuff with. SunBurn is also working on an upcoming 2.1 version that maintains full compatibility with existing SunBurn XNA game code, but runs on Mono and DirectX. If that interests you at all, check out the video and find out how you can easily add OR rendering and headtracking support in less than 6 lines of code - seriously.

I've updated my Stereoscopic Renderer for full Oculus Rift rendering and I just added full headtracking support! You can easily add this functionality to your games in less than 6 lines of code! Check out the video for what it looks like and how to use it.




Get the Plugin:
http://www.synapsegaming.com/downloads/resource.aspx?guid=46f57a92-57b3-4e34-80e0-418d5cf737f3
Get the Dojo sample:
http://www.synapsegaming.com/downloads/resource.aspx?guid=c8af6160-b89f-4319-b0aa-b0e9e5e6ed42
Try the Free SunBurn framework:
http://www.synapsegaming.com/products/sunburn/framework/

Adding OculusRift support to your game is still under 5 lines of code!

If you have a shipping title and you're interested in adding support, it should be easy. All the samples in SunBurn are super simple to add support just by following the instructions in the plugin or copying the sample. If you run into a snag, just post or even better - crack open the source and fix it!

How can you help? Refining the headtracking integration experience...

This plugin will handle all the heavy lifting for rendering to the Oculus Rift and getting all the headtracking data back from the sensors. By default it will auto update the stereo views to match exactly what you're looking at in the Rift. However, creating a seamless experience with existing character controllers will require you guys to think about the best way to do this. For example, "how do the headtracking an mouse play nice together"? I'm not sure, hopefully you guys can help refine and develop best practices for this.


And last but certainly not least Stereoscopic OculusRift support is incoming on SunBurn 2.1!

That's right folks, C# Win8 Modern RT apps running in stereo mode with Oculus Rift support is right around the corner with the upcoming public 2.1 Early Adopter release. I'll be releasing the plugin updates for the 2.1 EA program starting soon. I already have the renderer running on my SurfaceRT. And for those of you wondering, there were almost no changes to my sources to make this happen, 2.1 really is that close to 2.0! ;)