Game Development Community

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

#1
06/29/2013 (10:05 am)
After much digging around, I can answer my own question.. no lol

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
#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
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
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
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
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