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DarkBASIC Professional Discussion / [STICKY] DBOculus v0.2- A little Oculus Rift plugin to play :)

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faizeq
16
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Joined: 13th Oct 2008
Location: Under the table
Posted: 12th Jan 2014 22:03
Heya guys,

I've been mucking about with the Oculus Rift dev kit for a while. Just managed to cook up a simple plugin that would enable you to integrate it into our beloved DB.

It pretty straight forward on the implementation part. As usual I've put up a little demo to show how it can be applied. You can easily read the remarks on how everything is pieced out.

The DLL included would control the head tracking requirements and the barrel distortion is handled by shader.


Some keys to press in the demo:
UP and DOWN key for movement. Moving towards where you are looking at via rift.

- Scale Oculus scope
q to reduce the x scale value
w to increase the x scale value
a to reduce the y scale value
s to increase the y scale value

- Lens offset
z to reduce the left lens offset value
x to increase the left lens offset value
c to reduce the right lens offset value
v to increase the right lens offset value

- Eye offset
- to reduce the left eye offset value
+ to increase the left eye offset value
[ to reduce the right eye offset value
] to increase the right eye offset value



As always happy programming

Life begin where ->BeginScene() and it ends at ->EndScene()..so please Present(NULL, NULL, NULL, NULL);

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Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 12th Jan 2014 22:09
Nice work!

I know a lot of people have been hoping for this.

Let's make it sticky and maybe people can post some demos based on it.

I am the one who knocks...
Mikko
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Location: Finland
Posted: 13th Jan 2014 22:27
Thank you.
Great job. Just when I decided to wait for the retail version of
the Oculus Rift.

But this is just what DBP needed now.

Mikko

mikko_ketonen( )hotmail.com
faizeq
16
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Joined: 13th Oct 2008
Location: Under the table
Posted: 9th Feb 2014 16:51 Edited at: 9th Feb 2014 17:10
Just wanted to drop a little share for the DB Oculus front.

For a while I've been enjoying some Unity based engine demo. Heck I think that almost 90 percent of the Oculus Rift demo out there is built on top of Unity. Time to change the figure out

So as with any sane and easily disgruntled programmer I've been messing about with some skeletal hodge podge DB framework that anyone can take a stab at to create their own Oculus themed demo. It's something that anyone can just modify and adjust it to their own liking. Sound simple right

You can download the copy of the demo and its source files from the attachment below.

You would be requiring an xbox controller to run this demo.
Press A to jump
Left thumbstick to move forward , backward or sideways
Right thumbstick to rotate your view
back button to toggle 3rd person or 1st person view
Press the right thumbstick to show shadow map texture

So far I've got these puppies into the build:
Evolved Shadow Mapping
Sparky's Slide Collision
Oculus Rift shader
Bloom shader
Xbox controller
Oculus Rift head tracking
Screen resolution selection menu


More functionality coming soon
man I wish i can generate more free time ..


Life begin where ->BeginScene() and it ends at ->EndScene()..so please Present(NULL, NULL, NULL, NULL);

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Sph!nx
15
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 9th Feb 2014 18:37
Sweet stuff! I now I want the Oculus Rift even more...

Regards Sph!nx
www.mental-image.net
Jerry Tremble
12
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 21st Feb 2014 02:26
You are the man! This is great! Thank you, thank you, thank you! I downloaded your first one a few weeks back with the cube and tried to get it to work with Sparky's Collision and my own objects but had no success. This update is exactly what I was trying to do. I didn't have an Xbox controller so I got one and it is so much better using that than the keyboard! Oculus development just took a huge leap forward for me. Again, thanks! Can't wait to see what's next!
JackDawson
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Posted: 26th Mar 2014 22:28 Edited at: 26th Mar 2014 22:39
Oculus Rift has been sold to Facebook for 2 Billion. So it might not be possible for to much longer to test it out for DB since verything is heading to 64Bit, and DB is 32Bit only. I wish TGC would work on DB along with FPS.
tiffer
18
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Location: Scotland
Posted: 27th Mar 2014 02:58 Edited at: 27th Mar 2014 02:58
I don't honestly think Facebook will effect anything with Occulus. Considering Facebooks demographic is mainly browser and app based. I think it's just a financial investment.

Cwatson
JackDawson
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Posted: 29th Mar 2014 18:12 Edited at: 29th Mar 2014 18:28
Yea I am not sure on that Tiffer. The CEO of facebook said he is pushing the Oculus rift to Social Media. In fact other game companies, such as Mojang for minecraft pulled their support out from the Oculus rift because they want it for games, not for social media. Apparently this announcement by the CEO of FB has caused a huge rift and people are pulling out. So, it might be for games, but then again...


EDIT UPDATE 1: Another game that was in the works and has gotten over 10 Mill in funding was Star Citizen. It's a HUGE supporter of the Oculus Rift because the game practically requires it.. Well, its not looking good... the idea that if you don't have facebook and you want to use OR, means you will need facebook account, that bothers a lot of people. Read here :


This is from the Star Citizen game forum itself :
https://forums.robertsspaceindustries.com/discussion/115872/facebook-buys-out-oculus-rift


EDIT UPDATE 2: This is a quote I have to agree with.


"This strikes me as Google envy--Facebook wants to diversify into different spheres like Google has.

However, Facebook hasn't proven it can be successful at this yet, so it will be interesting to see if they screw this up or not.

If someone at Facebook starts saying this is their answer to Google glass, then rest assured we already know they're going to screw it up.
"
tiffer
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Location: Scotland
Posted: 30th Mar 2014 13:52 Edited at: 30th Mar 2014 13:54
Quote: "Zuckerberg explained in a press release that he expects virtual reality at some point in the future to be a very important way that people interact on social networks. "


Wasn't that a previous decade?


"This strikes me as Google envy--Facebook wants to diversify into different spheres like Google has.

Quote: "However, Facebook hasn't proven it can be successful at this yet, so it will be interesting to see if they screw this up or not.

If someone at Facebook starts saying this is their answer to Google glass, then rest assured we already know they're going to screw it up." "


Facebook are a long way from catching up with Google's progress
Mikko
22
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Joined: 25th Sep 2002
Location: Finland
Posted: 5th Apr 2014 16:30
I dont have the Oculus Rift, but I adapted my old space demo
to use this plugin.

It has the faizeq controls for adjusting OR.

Also:
increase thrust=space
decrease thrust=button on the left of the right shift.(/ in UK kb)
jump drive=j
laser=l

No head turn yet.

http://www.itek.fi/db/elite/Elite_Memories_OR1.zip

Mikko

mikko_ketonen( )hotmail.com
faizeq
16
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Location: Under the table
Posted: 6th Apr 2014 19:00
Had a go with the oculus set Good job man.
I really loved the rocket thruster sound effects..really set the realism level. Kinda scary when those huge asteroids passes by my face.
Pity that the head tracker is not activated

Life begin where ->BeginScene() and it ends at ->EndScene()..so please Present(NULL, NULL, NULL, NULL);
Mikko
22
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Joined: 25th Sep 2002
Location: Finland
Posted: 6th Apr 2014 22:25
It was easy to put your plugin in place there.

I ordered the OR DK2, but it will take time until it arrives.

I hope your dll will support that version too ?

Thanks again.

mikko_ketonen( )hotmail.com
gwheycs62egydws
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Location: The World
Posted: 10th Apr 2014 19:22
@faizeq

this adds a new dimension to double vision ;o)

@tiffer

too bad 3d chat sites have fallen to the way side

to move side ways - is to move forward
Since a Strait line gets thin fast
faizeq
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Location: Under the table
Posted: 12th Apr 2014 11:49 Edited at: 13th Apr 2014 01:13
Finally got some more spare time to invest on my hobby.

Here is my demo tribute for Gantz. For those that are not familiar with what Gantz is, you can have a look at this wikia.
http://gantz.wikia.com/wiki/Gantz_Wiki



This demo is currently limit to the room area. Maybe when my battle arena prototype is stable enough I can expand the content further.
The source is also included if you wanna do something to it as usual.
Have a read through in the project remarks if you would like to know what is used and all.


<Controls>
You would be requiring an Xbox controller to run this demo.
- movement control
Press A to jump
Left thumbstick to move forward , backward or sideways
Right thumbstick to rotate your view

Shader manipulator control keys
- Scale Oculus scope
q to reduce the x scale value
w to increase the x scale value
a to reduce the y scale value
s to increase the y scale value

- Lens offset
z to reduce the left lens offset value
x to increase the left lens offset value
c to reduce the right lens offset value
v to increase the right lens offset value

- Eye offset
- to reduce the left eye offset value
+ to increase the left eye offset value
[ to reduce the right eye offset value
] to increase the right eye offset value

- Bloom Scale
t to decrease the Bloom scale value
y to increase the Bloom scale value

- Bloom Power
u to decrease the Bloom power value
i to increase the Bloom power value

Life begin where ->BeginScene() and it ends at ->EndScene()..so please Present(NULL, NULL, NULL, NULL);

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