Duke3D Vive(OpenVR) support coming soon
#1 Posted 04 September 2016 - 05:22 PM
I used vanilla code straight from SVN. The Vive support currently uses Polymer but one could use Polymost as well. I know a lot of people are going to ask about PolymerNG but I can't say anything about that at the moment.
Anyway here is a screenshot of it working.
#2 Posted 04 September 2016 - 06:35 PM
icecoldduke, on 04 September 2016 - 05:22 PM, said:
I'm concerned as to what this means exactly. The paranoid part of me thinks maybe Gearbox has unrightfully tried to bring this down.
#3 Posted 04 September 2016 - 06:41 PM
HiPolyBash, on 04 September 2016 - 06:35 PM, said:
Gearbox didn't do anything. I got a new job and I don't have free time. .
This post has been edited by icecoldduke: 04 September 2016 - 06:41 PM
#4 Posted 04 September 2016 - 07:12 PM
Is there a reason why the sprites aren't face-on to the camera?
#5 Posted 04 September 2016 - 07:14 PM
#6 Posted 05 September 2016 - 08:54 AM
Micky C, on 04 September 2016 - 07:12 PM, said:
Nah. There is a lot build has to offer me, in terms of keeping me interested.
Micky C, on 04 September 2016 - 07:12 PM, said:
Cause of bad engineering , I'll have that fixed before release.
I know a lot of you don't have VR headsets(and for that matter some of you go what's the point?), but when I put on the Vive and saw Duke Nukem levels in room scale VR, I felt like I did when I was a kid first playing the game. That hasn't happened to me before. I did try that Oculus version on my DK2 awhile back and it didn't offer the same experience I'm getting now with, head tracking, room scale and the Vive screen quality.
Once I get the motion controllers working, I personally don't know if I will get out of the headset .
This post has been edited by icecoldduke: 05 September 2016 - 08:57 AM
#7 Posted 05 September 2016 - 09:11 AM
#8 Posted 05 September 2016 - 09:30 AM
Mark., on 05 September 2016 - 09:11 AM, said:
3d screens are great, but there is a huge delta between a standard 3d screen, and the Vive(http://store.steampo...com/app/358040/). To get the most out of what I'm working on, you guys need to have the Vive.
This post has been edited by icecoldduke: 05 September 2016 - 09:31 AM
#9 Posted 05 September 2016 - 05:16 PM
#10 Posted 05 September 2016 - 06:30 PM
#11 Posted 17 October 2016 - 12:59 PM
I'd love to play DK3D on my Vive!
#12 Posted 07 December 2016 - 02:46 PM
#13 Posted 07 December 2016 - 03:53 PM
congo1986, on 07 December 2016 - 02:46 PM, said:
It only took me a couple days to get OpenVR hooked up to Polymer. If I get time during my Christmas vacation I'll spend sometime finalizing it.
This post has been edited by icecoldduke: 07 December 2016 - 03:53 PM
#14 Posted 14 December 2016 - 04:37 AM
icecoldduke, on 07 December 2016 - 03:53 PM, said:
I just came back here to share my enthusiasm again. I posted this on the Vive reddit... here is a LINK. I hope you have a great Christmas, and maybe even enough time to finish a VR port too!
#15 Posted 29 December 2016 - 10:23 AM
icecoldduke, on 07 December 2016 - 03:53 PM, said:
Hey there, just a note to say I'm willing to help out if you can link me to the git repo with the open vr integration already started. The one in your sig doesn't seem to have it integrated yet. I'd really like to help try and get this off the ground!
#17 Posted 02 January 2017 - 09:19 PM
Aside from that I did have to code a custom model format for my project. I plan on bringing that over at some point as well. I have a FBX to my format working for static, skeletal and camera spline.
So I do plan on doing some big things in Polymer just wanted to give you guys a status update on the vr code. That being said it really wasn't that difficult to integrate steamvr. It really is a weekend thing to get it working
This post has been edited by icecoldduke: 02 January 2017 - 09:23 PM
#18 Posted 05 January 2017 - 07:31 PM
icecoldduke, on 02 January 2017 - 09:19 PM, said:
I knew it! I wish I had the programming skills/knowledge. Im suprised more people havent jumped on Duke to port over, especially since everyone on the Vive reddit page keeps calling for more ports like this. Anyways, take care of business man! Hope one day we can see your work. Thanks for the update =)
#19 Posted 05 January 2017 - 08:38 PM
congo1986, on 05 January 2017 - 07:31 PM, said:
The people who know the codebase well enough either don't have the time (due to professional careers) or the disposable income (due to life circumstances) to "invest" in VR gear.
icecoldduke, on 02 January 2017 - 09:19 PM, said:
You always say that, but then
#21 Posted 15 February 2017 - 01:52 AM
icecoldduke, on 02 January 2017 - 09:19 PM, said:
Aside from that I did have to code a custom model format for my project. I plan on bringing that over at some point as well. I have a FBX to my format working for static, skeletal and camera spline.
So I do plan on doing some big things in Polymer just wanted to give you guys a status update on the vr code. That being said it really wasn't that difficult to integrate steamvr. It really is a weekend thing to get it working
I just wanted to check to see if this is still an active project or if work has gotten in the way? I completely understand if it has. I'm also a massive Duke fan and once tried to play in in "vr" as a kid by strapping my single screen Game Gear to my face and streaming over the feed from my Saturn to it's TV adapter. So I'm pretty hyped to play Duke in room scale and make the child version of me with a sore neck and crossed eyes have his dreams come true.
This post has been edited by JoeyFilms: 15 February 2017 - 01:53 AM