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Game engines are not the only path for that kind of app. I have written apps (not games) using just OpenVR and Vulkan. The only questionable choice in that comb
by gmueckl 7y ago
Game engines are not the only path for that kind of app. I have written apps (not games) using just OpenVR and Vulkan. The only questionable choice in that combo was Vulkan - bootstrapping that was a major time sink. OpenVR doesn't have tons of documentation, but when you start out from one of the examples, you should be fine. It is a pretty decent API.
- moron4hire 7y agoYeah, there's not a lot of choice in how you represent an API for a VR headset. You have to give the implementing program a position and orientation at some point. And you have to do it fast. So I think most of the APIs end up pretty similar in concepts because of that. In some cases, the data structures are almost identical, other than the names of fields.
- gmueckl 7y agoThat is true. Some of the OpenVR input event handling and compositor interaction is a bit weird, if you need any of that at all. The rest is quite straightforward. It's not the API itself, but juggling all the different coordinate systems (room, eyes, controllers etc.) that tends to keep things interesting.