Rift and Hydra support
by Hewster · in Torque 3D Professional · 06/20/2013 (4:44 pm) · 9 replies
Hi,
I've tried out both the Rift valley and Hydra Ryder demos by David Wyand, and am impressed by both :D
Can I ask, is there a simple way to implement both (rift and Hydra) support in one ?
I've taken the Hydra demo and used as a template, included extended move, bullet physics, Rift SDK and Hydra SDK
in the toolbox, and all has compiled successfully.
What do I now need to add to any scripts to enable the rift too ?
Thanks for your time.
(I know, I should just search the .cs files and find the relevant entries, but thought I'd ask first)
Hewster
I've tried out both the Rift valley and Hydra Ryder demos by David Wyand, and am impressed by both :D
Can I ask, is there a simple way to implement both (rift and Hydra) support in one ?
I've taken the Hydra demo and used as a template, included extended move, bullet physics, Rift SDK and Hydra SDK
in the toolbox, and all has compiled successfully.
What do I now need to add to any scripts to enable the rift too ?
Thanks for your time.
(I know, I should just search the .cs files and find the relevant entries, but thought I'd ask first)
Hewster
#2
06/30/2013 (6:57 am)
I was going to get around to doing this, nice start, if I get some time I'll take a look at it properly.
#3
That would be great :)
I have found a guy on riddit that says he has got it working properly in-game:
www.reddit.com/r/oculus/comments/1hevii/engines/catnlmf
Just trying now to convince him to share with the community :)
07/01/2013 (3:20 am)
Hi David,That would be great :)
I have found a guy on riddit that says he has got it working properly in-game:
www.reddit.com/r/oculus/comments/1hevii/engines/catnlmf
Just trying now to convince him to share with the community :)
#4
07/01/2013 (8:01 am)
I think Dave Wyand has/had both devices working together and is/was intending to release an updated demo/template...
#5
I was hoping he might chime in, but I know he's busy with other work atm.
Perhaps I'll shoot him an e-mail and ask the current situation of the implementation.
Cheers,
Hewster
07/01/2013 (9:08 am)
If that's the case then its great news, seeing as he was the one who implemented Hydra and Rift SDKs (and thus has a good deal of insight into the current code)I was hoping he might chime in, but I know he's busy with other work atm.
Perhaps I'll shoot him an e-mail and ask the current situation of the implementation.
Cheers,
Hewster
#6
07/01/2013 (9:29 am)
It would be good to separate input to "look" and "move" so that both inputs could be incorporated.
#7
07/01/2013 (9:39 am)
@ Richard, Yup, I agree completely (see my second post) :)
#8
did you have this problem Hewster?, have tried x3 different projects, 1 new, 1 added later and I also followed www.reddit.com/r/oculusdev/comments/1f9fft/want_to_make_games_torque_3d_setup_gu...
[edit]
am using SDK Version 0.2.2 by the way if that makes a difference
[/edit]
07/01/2013 (11:55 am)
hmm, I'm getting an error when I compile. Am just trying to get the Rift working atm.Error 33 error C2662: 'OVR::SensorFusion::GetPredictedOrientation' : cannot convert 'this' pointer from 'const OVR::SensorFusion' to 'OVR::SensorFusion &' g:torque3d resourcestorque3d-3.0-masterenginesourceplatforminputoculusvroculusvrsensordata.cpp 43 1 test DLL
did you have this problem Hewster?, have tried x3 different projects, 1 new, 1 added later and I also followed www.reddit.com/r/oculusdev/comments/1f9fft/want_to_make_games_torque_3d_setup_gu...
[edit]
am using SDK Version 0.2.2 by the way if that makes a difference
[/edit]
#9
www.garagegames.com/community/forums/viewthread/134183/1#comment-845392
07/01/2013 (12:08 pm)
Yes indeed I did... see this post for fix :) :www.garagegames.com/community/forums/viewthread/134183/1#comment-845392
Torque Owner Hewster
Hewsoft
So I had to update the hydra demo to T3D MIT 3, look through all the changed script files and incorporate the Rift changes too from the Rift demo.
The result ? I have the Hydra Ryder demo now working on the rift too..
except these is still an issue :(
It seems the right hand rotations are being effected my the Rift head tracking rotations.. not sure where to look for the problem as this type of programming is a little beyond me, and my time is really better spent on things I am good at :)
So this is a request for help with the integration, if anyone out there has a Rift and Hydra, and the skill set to help, here is my Rift-Hydra Ryder demo for you to play with :
www.aev-uk.com/temp/rift-hydra0.1.zip
It would be also cool if we could separate the head rotations from the body, and have the arms completely free from the head rotation...
also implement a head translational tracking with one of the hydra controllers (and just have 1 controller for gun).
Sixence (who devised the Hydra; then sold by Razer) have a new "Hydra" in development... wireless !! with 2 controllers and at least 1 extra positional tracker :D
sixense.com/wireless
Things are looking up for VR !!!
I would love T3D to continue to be part of this revolution.
Cheers,
Hewster