07-15-2013 02:58 AM
For others we need the help of developers to do the right thing, use the correct mathematical models, and resist the completely understandable temptation to just “get something on screen”. We’ll go into that in more detail in the SDK and blogs in the future.
07-15-2013 04:55 AM
07-15-2013 05:29 AM
07-15-2013 11:04 AM
07-15-2013 11:27 AM
"tomf" wrote:
"Build a man a fire, he'll be warm for the night. Set a man on fire, he'll be warm for the rest of his life."
... Any suggestions on simple debugging methods you like to see, fire away...
07-15-2013 11:33 AM
"tomf" wrote:
We plan on expanding the SDK with a suite of tests to make sure you did get your math right. One idea we had was for reference scenes of known-sized blocks at known distances.
07-15-2013 04:26 PM
"jherico" wrote:
There was discussion a while back on using such a lookup texture rather than doing the computation per pixel every time, so example code to compute them easily might be helpful.
07-22-2013 07:21 AM
07-22-2013 12:28 PM
"xSpektre" wrote:
With retrofitting games in mind, how difficult is it for developers to convert old games to be compatible with the Rift? Would the availability of Stereoscopic 3D be sufficient?
"xSpektre" wrote:
The topic of things being "Oculus Certified" and Tom's response got me thinking as to how difficult it would be for even the average coder to get recent games fitted properly for the rift.
"xSpektre" wrote:
I'd like to know if it's easy/worth the effort for the devs to code Rift support into their Bioshock series natively.
07-22-2013 01:26 PM
"DrSnake" wrote:
How about a Oculus Training Course where they address these issues and the Developers can get certified?? Give a man a duck and he can eat for a day, teach a men to fish and he can eat for a lifetime 😉