No idea. It used to work, but VR support on Mac has never been good.
Slin
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Hey, thanks for your feedback!
I have some of those things planned already, like better snappin, opening the menu on Steam VR and interacting with things and logic stuff.
I have ideas for changing picking objects too and smoothing out the snapping is probably a good idea.
I don't currently plan on adding any new locomotion options nor changing the way selections work. Not great, but a way to get around the selection issue is to touch the object you want to change with both hands and then keep one hand inside while the other one starts the interaction.
I'd love to have shadows, but plan on adding animations soon and have been looking into options to have realtime shadows instead of baked. Baking shadows would also be a bit annoying as part of the level editing process.
Thanks for trying :)
I've actually spent a lot of time on improving the player code since the game jam ended (it's not possible to lean over things and to stand on moving vehicles), but it still keeps stepping on things when it shouldn't and goes flying when holding on to the object you are standing on, it's a surprisingly tricky problem.
If you are playing on SteamVR please use this build: http://cld.slindev.com/8ce85440b8f0
It has the same content as the one I submitted to the gamejam but with updated steamvr input system and a couple of crash fixes.
Hey, if you are willing to give it another try, I fixed the steamvr input issue now: http://cld.slindev.com/8ce85440b8f0
Hey, if you are willing to give it another try I finally managed to fix the input issue. Controls are not amazing with Vive Wands, but it should be playable now: http://cld.slindev.com/8ce85440b8f0
It is a lot of work, this is like the 7th "engine" I made over the years, it's probably the best one yet, but there are still a lot of things I'd love to do different, but then I would never manage to actually make a game with it.
For the VR support I mainly just implemented a "VRWindow" from my "window" class (which represents a single application window on the screen). This VRWindow has a "swap chain" (which has a couple of buffers) just like every other window which can then be rendered into. The only difference is that instead of this being backed by a window on the screen, it passes this on to the different VR SDKs which all have an implementation of this window. The VRWindow also has some additional methods to query input, head position and set haptics.
I then have a VRCamera which does some of the more general camera setup, creating two cameras attached to a head which render into a vrwindow.
Actually this now looks more complicated than it really is :D The result is that I can use the same code for the different VR headsets / SDKs. The VR part was pretty easy to do, but I don't have support for some of the optimization stuff yet like drawing both eyes at once with instancing or foveated rendering. Both will need some adjustments to the rendering.
Hey, I am a programmer looking for a 3D artist to team up with. Preferably with Blender 2.79 knowledge, but not necessary. I am using a custom game engine and I'd love to make a tiny multiplayer coop game that will run on Oculus Quest.
I do have a full-time job, so won't be able to work on this 24/7, but I should be able to get enough time in to get things done.
https://slin.itch.io/blobby-tennis
I'm a bit reluctant to call it a game as the content is very limited. It's free, integrates both, oculus sdk and openvr and works on windows and macOS. It doesn't have any written or spoken text and I could implement the FOVE SDK, but don't have a HMD to test with. Also it requires tracked controllers, which as far as I understand are currently not part of the FOVE package.
That's a very open ended question.
Basically using C++, the Windows SDK and DirectX 12 as well as a couple of libraries doing some of the work (such as Bullet for physics, OpenAL Soft for audio and both the Oculus SDK and OpenVR for the different VR headsets). There is also some code for Linux and macOS in place as well as some rendering with Vulkan and Metal.
I could write a lot about almost everything involved (window and swap chain creation, render pipeline in general, input, model loading, audio, shadows, multisampling, physics, maths, ...). There actually are some articles on a very outdated website about the engine: http://rayne3d.com/blog many things have changed since then, but some of it still works essentially the same. I also started writing devlogs for my next project on my website (only two so far, as I just got started): http://slindev.com
If you have a more specific question, that would make it easier to answer :)