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Up and Coming
March 27, 2014

Anyone working in custom/in-house engines?

Just curious if anyone here is developing or planning to develop their own 3D engine for use with the Rift?

It might sound foolish, and very well probably is. It's been something I've wanted to do for a long time (build a 3D game, even a simple one), and what cooler a target than the Oculus Rift? I've been programming in C for a long time, and am working on upping my C++ and OpenGL skills. I think I may be at the point where it's reasonable for me to attempt this sort of thing in the near future. What good is ambition anyway if not for learning experiences? :)

Has anyone in the community written or had experience working on a 3D C/C++ game before? Care to share your input?

    16 replies

    New Participant
    February 7, 2015
    I've made an engine + networked editor with a small demo on top for Linux / SteamOS and DK2. Keeping a small "photo blog" to keep interest and show progress. This is an engine I wrote in my spare time over the years. Focused on physically-based shading and data-oriented low level code, yet keeps a lua scripting level with components and gameobjects for scripters. The cool part is you can edit the game from web browsers and even android devices while players play when on the same network. I don't maintain a Windows or OS X version anymore.

    Just a hobby project, but it is tempting to release an action RPG for VR on greenlight sometimes. Needs a lot of polish before it could be sold as a commercial game engine imho. Would be easier to ship as a game with easy mod support. :D

    http://mongooseichiban.blogspot.com/?m=1
    Inspiring
    February 7, 2015
    I was actually building my own engine (here and there on my free time) but I eventually decided to switch to Unreal Engine 4. There are surely legitimate reasons to want a custom engine, but it's not realistic to expect to make something that will be better than Unity or Unreal. I wrote a blog post about it here: http://cybereality.com/?p=728
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    April 23, 2015
    Just an update, we dug into this seriously last week and got things up and running. It feels super cool already! We'll see about putting up some kind of a demo, though the plan is to charge for the VR version of the game. (the normal game is free)

    May 8, 2015
    We integrated both the dk2 and gearVr platforms into our codebase for the vrjam. We're cramming for the last of the jam but I'll write some more about the experience after. Here's our jam entry where you can see the results:

    http://vrjam.challengepost.com/submissions/36358-bazaar
    Up and Coming
    May 8, 2015
    http://aeonalpha.com is also made on a custom Java engine on top of LWJGL.
    "It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.
    Up and Coming
    May 27, 2015
    I have written multiple game engines and also programmed with DK2 for other engines and I'm planning to support Oculus Rift in my current engine's one release after next release (probably this summer): https://github.com/bioglaze/aether3d

    EDIT: Submitted the first commit with Oculus Rift support, tested on VS2013, DK2 and SDK 0.6.0.1.
    My Rift-compatible game engine: https://github.com/bioglaze/aether3d , website: http://twiren.kapsi.fi , blog: http://bioglaze.blogspot.fi