{"id":2847,"date":"2013-07-18T00:38:42","date_gmt":"2013-07-17T14:38:42","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2847"},"modified":"2013-07-18T00:52:34","modified_gmt":"2013-07-17T14:52:34","slug":"into-the-rift","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2013\/07\/18\/into-the-rift\/","title":{"rendered":"Into the Rift"},"content":{"rendered":"
<\/a><\/p>\n I’ve taken a little time off from working on MMORPG Tycoon 2 over the past few days, and have been playing with an Oculus Rift<\/a> VR headset dev kit, adding native support for it to the VectorStorm engine<\/a>.<\/p>\n It’s not in the VectorStorm trunk yet, but I’ve put it into a special “rift” branch which is available on GitHub if anyone wants to try it out or just check out the code.\u00a0 If a VectorStorm game compiled using that branch detects that a rift headset is connected, it automatically switches into a Rift-compatible rendering mode, like the one visible in this screenshot.<\/p>\n Note that this doesn’t mean that all VectorStorm games suddenly become VR-compatible;\u00a0 the only thing that VectorStorm does automatically is to convert the rendering into a stereo view, counter-distorted to compensate for the lenses in the VR headset.\u00a0 It’s still the responsibility of individual games to notice the presence of a headset and begin using its orientation to move their game cameras (where appropriate).<\/p>\n Also note that VectorStorm only does this automatic rendering switch for the main render;\u00a0 renders to separate render targets are unaffected.\u00a0 (So reflections, shadows, etc. continue to work as they always have)<\/p>\n