GNU/Linux plans?
So... now that the CV1 release is behind us, it's time to ask again: are there any specific plans for porting the new SDK/runtime to GNU/Linux? I'm still using SDK 0.5 with my DK2, and I don't have a CV1, but it would be nice to get official GNU/Linux support again, and know that we can release VR apps for consumers on the platform.11KViews1like30Commentslibgoatvr: my modular VR abstraction library
In case anyone is interested, I just finished a first working version of the clean redesign/rewrite of GoatVR, my modular VR abstraction library: https://github.com/jtsiomb/libgoatvr. It's a bit rough yet, but it can be used to make cross-platform VR programs. Currently it comes with the following VR backends/modules: Oculus SDK 1.x (windows) Oculus SDK 0.5 (last GNU/Linux version) OpenVR/SteamVR Side-by-Side stereo OpenGL quad-buffer stereo Anaglyph stereo (red-cyan glasses). More VR modules (OpenHMD? OSVR?) and input modules (such as 6dof spaceball devices etc) will probably be added in due course. The module to be used is automatically detected at runtime with a set of (hardcoded for now) priorities, or it can be selected by the application itself at runtime. Also modules with external dependencies can be disabled at build time if necessary. A program written against this library should work transparently with the oculus rift on windows and GNU/Linux (supported HMDs at the time of OVR 0.5 of course), should work with any HMD supported by OpenVR/SteamVR (so both HTC vive and the oculus HMDs), and should work in simple stereo mode with 3DTVs, shutter glasses, red-cyan glasses, etc. Of course some features will not be available with all modules. For instance, with the SbS module active, goatvr_view_matrix() will only give you the stereo offset and not any kind of head-tracking. Anyway, as I said this is an early version, but feel free to submit bug reports, feature requests, patches, etc, if you feel like using it.1.1KViews0likes2Comments