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March 15, 2014

Is there a API documentation?

Hi,

I may be missing something but I don't find a API documentation. I am Ruby developer and I'm used to have this kind of doc : http://www.ruby-doc.org/core-2.1.1/Array.html. Is there a list of public methods with a description of the behaviour somewhere?

Thanks!

    7 replies

    Inspiring
    March 19, 2014
    If you click "Reference" on the top menu you will see the API docs. Honestly they are pretty out-of-date, but may be good enough to get you started. We've also done a pretty big re-write of the API, so a lot of this stuff will change in the upcoming SDK.
    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
    Participant
    March 19, 2014
    Is there any announcement about when the upcoming SDK will be available?
    Up and Coming
    March 19, 2014
    I'm hoping the new SDK takes the path of a leaner, simpler, C-based: "easy to port to other systems and bind with other languages" SDK. The existing option was honestly the thorn in my side which was enough to put the VR project aside for the time being.
    Up and Coming
    March 19, 2014
    I think they said next SDK in next week or two.
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Inspiring
    March 24, 2014
    "atavener" wrote:
    I'm hoping the new SDK takes the path of a leaner, simpler, C-based: "easy to port to other systems and bind with other languages" SDK. The existing option was honestly the thorn in my side which was enough to put the VR project aside for the time being.


    I've started work on a C interface built into my copy of the SDK. If the next rev of the SDK doesn't contain a C natively, I'll likely resume work on it and produce a release, since it may make it easier for integration into Python modules and the like.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    Participant
    March 25, 2014
    First Post - Whoop!

    I pre-ordered the DK2 (I don't own the DK1) - but I am going to start playing with the API in the mean time. One thing I found interesting was the Open Source API Valve is working. Basically it will allow you to interface your game with VR regardless of what hardware your users are using. As far as I know - the only current supported hardware is the Rift (since its for the most part the only piece of kit we have atm) - but as more manufacturers create hardware they will add support. From the Dev Talk I watched the API looks fairly straight forward (and is cross platform compatible).

    Linkin case you should be interested
    Inspiring
    March 26, 2014
    "midg3t" wrote:
    One thing I found interesting was the Open Source API Valve is working. Basically it will allow you to interface your game with VR regardless of what hardware your users are using.


    Oculus has stated a couple of times on the forums that the next SDK version will be released soon and will significantly alter the approach taken to doing distortion. My personal suspicion is that they will be adopting the 'callback' method being used in the Steam VR api, allowing clients to build a lookup texture for distortion, or alternatively build a mesh for performing distortion.

    "midg3t" wrote:
    Linkin case you should be interested


    If you look at the issues for that repository you'll see I've already filed a number of issues against the current version. But then again, I'm a cranky curmudgeon who is capable of finding fault with any piece of code (including my own).

    I've also written up an example application against it and may cover it in the book.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action