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Up and Coming
June 9, 2014

Node-oversdk lets web developers create Rift games

I've been working on a rift demo using an amazing library by wwwtyro, node-ovrsdk, and my mind is somewhat blown at the opportunities that this library opens up.

This library allows you to create Rift games with javascript, and its server implementation, node. This means you can leverage the many libraries that exist for javascript, some of which include:

Mumble: https://github.com/Rantanen/node-mumble
X-box controller: https://github.com/andrew/node-xbox-controller
Speech recognition: https://github.com/syl22-00/pocketsphinx.js
Voxel Worlds: http://voxeljs.com/
Audio: http://www.jsdb.io/audio/?sort=rating
Real-Time Data: https://www.firebase.com/

And of course, you'll need the popular WebGL library: http://threejs.org/

wwwtyro has already made one game using node-oversdk, and has released a tutorial to get you started. If you're like me, coming from the web development world, you've got to check his work out. I've gotten farther in two days using this than I did in one month with Unreal.

    4 replies

    New Participant
    June 11, 2014
    I've bin playing now for a few weeks with HTML5, Three.js and Javascript. I've created my own 2d-sprite engine and combined this with three.js. I ordered the Oculus2 and can't wait to play around with this in combination with these "plugins".

    Here is a demo i created with HTML5, Javascript and Three.js, would be nice to make this oculus enabled when it arrives ;)

    http://www.brommerboys.nl/gok

    Just to share,
    Up and Coming
    June 15, 2014
    Looks cool! Hows the sprite engine work? I'd read somewhere that sprites didn't work too well with threejs, so I haven't tried them yet.
    Up and Coming
    June 17, 2014
    Are there some performance problems? Made a project with ThreeJS where the computer (esp CPU) had some hard time (lots of heat)
    New Participant
    June 17, 2014
    My experience is that Sprites in three.js giving trouble when getting close to the camera (sizing and positioning). Now i am using the html5 canvas and "drawImage" function to write directly transparent png images onto it.

    Performance problems depends on the models you are using. Complex models can realy drop the "framerate". Also post processing can be cpu intensive. I am constant playing with "planes" and (transparant) texturing to mimic complex shapes.

    Cheers!.
    :D