jochen.subliminal.at
Jochen Leopold | Portfolio – Page 2
http://jochen.subliminal.at/page/2
March 1, 2015. Oculus Rift DK2 support for Jedi Academy. The Oculus Rift DK2 support for Jedi Academy is finally released. It took me longer than expected, but it looks stable now and runs on Windows and Linux. For the DK2 support I had to use the OculusSDK. The OpenHMD library just doesn’t support all the features. It is still possible to build the game with OpenHMD support. Just follow the instructions in the Build.md file. Changes and new Features:. Small tweaks and bugfixes. The universe repository h...
jochen.subliminal.at
Oculus Rift support for Jedi Academy – Jochen Leopold | Portfolio
http://jochen.subliminal.at/2014/07/24/oculus-rift-support-for-jedi-academy
July 24, 2014. Oculus Rift support for Jedi Academy. I want to share my new project: Oculus Rift DK1 support for Jedi Academy (for Windows and Linux). This project was on my mind since the source code was released last year. Finally I had some time this summer to get started. This Oculus Rift support implementation is designed for first person game play. It is possible to switch to 3rd-person view, but the best (and motion sickness free) experience is in first person mode. Sudo apt-get install libhidapi-...
thorworks.org
Blog | Thorworks Game Development Studio
http://www.thorworks.org/blog
Our journey through Virtual Reality, software and HMD’s. March 31, 2016. We were quite fast to realize that our MassiveEngine was a great fit for Virtual Reality development and implemented working support for the Oculus Rift in a mere 2 weeks time. Throughout the years we have been working with VR from a Research, Content and Software perspective. This post will show our journey and highlights projects we have been working on and decisions we made. Continue reading →. March 2, 2015. June 27, 2013. With ...
thorworks.org
MassiveEngine support for Oculus Rift | Thorworks Game Development Studio
http://www.thorworks.org/2013/06/27/massiveengine-support-for-oculus-rift
MassiveEngine support for Oculus Rift. June 27, 2013. We are very happy to announce that we have completed full Oculus Rift integration in the MassiveEngine for all current supported platforms (Linux, Mac OSX and Windows). With this integration, we can provide Oculus support for all projects developed on the MassiveEngine without any hassle. Scene development can be done in Blender as usual and does not need special camera setups or adaptations to use the Oculus.
lubosz.wordpress.com
Lubosz's Blog – Page 2 – This was supposed to be the future.
https://lubosz.wordpress.com/page/2
This was supposed to be the future. Simple Mandelbrot Set Visualization in GLSL with WebGL. After experimenting with pyopengl and OpenGL 3.3 core pipelines in Python I noticed that Python 3 OpenGL 3 support needs a little more bindings work. Especially the GLEW stuff. Since WebGL does not need such things as bindings, and is suitable of creating a modern OpenGL ES 2 like pipeline, I decided to give it a try for the Mandelbrot Set. The result are these 130 Lines of HTML, CSS, JavaScript and GLSL. My Unive...
lubosz.wordpress.com
HoVR – A Blender Game Engine Demo for the Oculus Rift and the Nintendo Balance Board – Lubosz's Blog
https://lubosz.wordpress.com/2014/08/12/hovr-a-blender-game-engine-demo-for-the-oculus-rift-and-the-nintendo-balance-board
HoVR – A Blender Game Engine Demo for the Oculus Rift and the Nintendo Balance Board. August 12, 2014. August 12, 2014. HoVR is a virtual reality hover boarding demo. I created it in July 2013 for the CV-Tag. My University’s Demo day. Sadly I didn’t find the time to publish it. Since I got the opportunity to demo it on this year’s gamescom. Halle 10.2, E017), I thought it may be also a good idea to release it. For the Oculus Rift. I also made Wii Balance. For the rift and WiiC. You can download HoVR.
SOCIAL ENGAGEMENT