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jherico's avatar
jherico
Adventurer
12 years ago

What's the next thing I should add to the Oculus SDK?

As part of working on the book I hope to cover Python and Java development, but a pre-requisite for this is a good streamlined C API for the SDK which I can wrap.

I also want to make the book usable to people without a Rift, and allow them to see the effects of various movements on the view. The most obvious solution to this is to add a 'virtual sensor device' which can read pre-recorded sensor data from a file (or series of files).

Both items need to be implemented eventually, but I wanted to ask the community what they thought I should work on first. So make your case below for one of the following


  • C API

  • SensorDevice emulator

  • Something else I haven't thought of?

10 Replies

  • Well, I first created the Github version because they'd been promising a Linux version for a while and I got tired of waiting. When I did release it, they produced their linux version a week later. Maybe if I make my C API they'll release the 0.3 SDK sooner. :D
  • Open the camera API for other equipment

    Today the Oculus Rift camera can only capture the movement of the Oculus Rift
    Has to be made an API allowing other devices to use the camera to capture these devices would work together to Oculus Rift
    This would be perfect to controls with Reactive Grid Control ( which has to feed back motors )
    see a demo of Reactive Grip :
    http://www.roadtovr.com/reactive-grip-prototype-gdc-2014-tactical-haptics/
    http://www.youtube.com/watch?v=610iTKlYBVM

    The team OculusVR can create a control stick in style WiiRemote / psmove / Razer Hydra for use with the camera 's Oculus Rift , an inexpensive control that is complementary , and can be sold separately
    see the result :
    http://www.youtube.com/watch?v=IgVmNQQlJf4

    this idea is to compete with the new VR glasses that Sony has the PS and PS move camera as good items
  • "mhenriquecd" wrote:
    Open the camera API for other equipment


    I can't start fiddling with the API's that they haven't released yet. Sadly I don't have pre-release access to future SDKs and even if I did, releasing them on Github before Oculus releases them would probably make them unhappy.
  • obzen's avatar
    obzen
    Expert Protege
    From the top of my head.

    - Developing on Linux and other platforms (Android, maybe even Apple OS).

    - I would also like to see the API support an arbitrary number of devices, not just one.

    - Setting up the Oculus / HMD. There's a lot of things that need to be address at the user end to better the experience. How to setup and measure the IPD for example, best practices for calibration, and what it looks in code.

    - 2D HUD design. Obviously, the best would be no 2D elements. But what you can do to make your 2D elements and menus work on the Rift. And how to approach user interface development in new titles.

    - Game design strategies. How to approach VR from a game designer perspective, what to avoid to minimise motion sickness, and what can increase the sense of presence within a game.

    - how to approach sound design and modeling in VR. Binaural, maybe some AMD TrueAudio, or other potential that can be exploited (Asus and Creative surely have some interesting stuff for VR).

    And some fluff.

    - Talking about the enginering problems of VR and their solutions. I bet Abrash and Carmack would have a lot to say about that on the engineering front.

    - The history of VR. I'm sure anyone interested in developing with the Oculus will get a kick out of understanding how far VR has come.

    - Hacking the Rift. Stuff you can do to take advantage of the sensors, device driver, what's inside the Rift.

    - Input and motion sensor devices. How these things will interact with a Rift. How motion sensors work (Kinect). Input device strategies and development. What is currently available that can enhance the experience in the Rift.

    So yeah, not just coding, which is frankly, the easy part.
  • Wow... that went on a bit further than I expected. Just so we're clear, you do understand I'm not an Oculus employee, and I was talking about the Github custom version of the Official SDK that I've made, right?

    "obzen" wrote:
    - Developing on Linux and other platforms (Android, maybe even Apple OS).


    That was actually the first thing I did, just a week or so prior to when Oculus released their own support for Linux. But the current SDK already supports Linux. I'm going to be doing some work on my Java code to improve it's usability on Android, so I can try out the Kindle Fire TV as a platform for the device.

    However, replicating the sensor fusion in Java is a bit of a pain, and will likely be more so once the camera device is added, so a predicate for better Java support (and possible better android support) is making it easier to wrap the API by having a C API.

    "obzen" wrote:
    - Setting up the Oculus / HMD.
    - 2D HUD design.
    - Game design strategies.


    Some of these things we're covering in our book as part of the softer chapters on design and advanced development. I'm currently playing around with some prototypes of 2D UI elements. See this video for instance.

    "obzen" wrote:
    - how to approach sound design and modeling in VR. Binaural, maybe some AMD TrueAudio, or other potential that can be exploited (Asus and Creative surely have some interesting stuff for VR).


    That's pretty far out of my area of expertise and not really something that I'd expect to see in an SDK, or is likely to make it into the book.
  • Both items need to be implemented eventually, but I wanted to ask the community what they thought I should work on first. So make your case below for one of the following
  • "nardonedamien" wrote:
    Both items need to be implemented eventually, but I wanted to ask the community what they thought I should work on first. So make your case below for one of the following


    Did you mean to say something else?
  • DrNemmo's avatar
    DrNemmo
    Honored Guest
    I'm not a developer, but is there any way to integrate Kinect motion sensors into the Rift?