Forum Discussion
neiz
13 years agoHonored Guest
Where to begin supporting an existing game
Just received my Oculus today and love it. I've done the tutorials and played with a lot of demos/samples, and would like to dive in.
I'd like to work on supporting existing games, and atleast initially, just support headtracking to look around. I'm interested in EQMac (I dev/play on a pc though) - my question is, where do I begin?
Most importantly - is this possible, without having access to the game's source code?
Any help would be appreciated, thanks.
I'd like to work on supporting existing games, and atleast initially, just support headtracking to look around. I'm interested in EQMac (I dev/play on a pc though) - my question is, where do I begin?
Most importantly - is this possible, without having access to the game's source code?
Any help would be appreciated, thanks.
1 Reply
- SiebenFaustHonored Guest
"neiz" wrote:
Just received my Oculus today and love it. I've done the tutorials and played with a lot of demos/samples, and would like to dive in.
I'd like to work on supporting existing games, and atleast initially, just support headtracking to look around. I'm interested in EQMac (I dev/play on a pc though) - my question is, where do I begin?
Most importantly - is this possible, without having access to the game's source code?
Any help would be appreciated, thanks.
making something like this work well, in-general, without the source-code, is likely to be a bit of a problem.
it might be possible (via somehow redirecting the game through hacked / fake drivers or something), but otherwise, this is the sort of thing that really does require the source-code to add support for (or at least some effective means to mod the engine's renderer and input-handling code).
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