I've recently come out of a contract where I was adding Oculus Rift
support to an existing application.  This is something I always wanted
to play with.  Having had that experience, now I want to add generic
HMD (Head Mounted Display, like the Rift) support to Evas_3D.  It will
be great for my major, years long, virtual worlds project.

There's a few different HMDs being released soonish, many variations on
Google Cardboard have been out for a while, Samsung Gear VR was released
last month, Oculus Rift is likely to be released in the next month or
three, HTC Vive probably released later this year, and many more.

http://www.hypergridbusiness.com/faq/best-virtual-reality-headsets/
lists dozens of them (mostly Cardboard variations).

I was using an Oculus Rift DK2 (Developer Kit 2) supplied by the client
for this contract.  I have to hand that back in about a week, but I'll
be buying my own Oculus Rift when it gets released.  I'll probably get a
Google Cardboard style device as well.

The contract used the Oculus SDK, but obviously that only handles
Oculus HMDs, and these days only on Windows.  Oculus used to support
Linux and Mac OS X, but they dropped that to concentrate on Windows
for the release.  Oculus claim the other OS support will return.
There's a couple of open source, cross platform, generic HMD libraries
that are trying to handle a bunch of HMDs, and that's what I'd rather be
using for EFL.  It's still early days for this tech, so no standards or
anything yet.

http://hg.sitedethib.com/libvr

http://openhmd.net/

And a conversion of the Oculus SDK (horrid bit of C++ coding, not all
of it open surce) into open source C -

https://github.com/ultranbrown/libovr_nsb

What do people think of adding generic HMD support to Evas_3D?

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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