Oculus Rift in Action introduces the strong Oculus Rift headset and teaches you the way to combine its many positive aspects into 3D video games and different digital fact stories. you are going to commence by way of realizing the functions of the Rift undefined. Then you are going to stick with fascinating and instantly-relevant examples that stroll you thru programming genuine functions utilizing the Oculus SDK. Examples are supplied for either utilizing the Oculus C API without delay and for utilizing harmony, a favored improvement and 3D portraits engine, with the Oculus solidarity integration package.
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About the Book
Virtual truth has lengthy been the area of researchers and builders with entry to really good and proprietary instruments. With the looks of the Oculus Rift VR headset, the sport has replaced. utilizing regular programming instruments and the intuitive Oculus SDKs, you could convey strong immersive video games, simulations, and different digital reports that at last nail the sensation of being in the course of the action.
Oculus Rift in Action teaches you ways to create 3D video games and different digital truth stories for the Oculus Rift. you will discover the Rift via examples of genuine functions utilizing the Oculus SDK and either the Oculus C API and the team spirit 3D photos engine. alongside the way in which, you will get functional tips on tips to use the Rift's sensors to provide fluid VR experiences.
Experience with C++, C#, or one other OO language is assumed.
- Creating immersive VR
- Integrating the Rift with the harmony 3D SDK
- Implementing the math of 3D
- Avoiding motion-sickness triggers
About the Authors
Brad Davis is an energetic VR developer who keeps a very good set of instance Rift purposes on Github. Karen Bryla is a contract developer and author. Alex Benton is a lecturer in 3D images on the college of Cambridge and a software program engineer at Google.
Table of Contents
PART 1 GETTING STARTED
- Meet the Oculus Rift
PART 2 utilizing THE OCULUS C API
- Creating your first Rift interactions
- Pulling information out of the Rift: operating with the pinnacle tracker
- Sending output to the Rift: operating with the display
- Putting all of it jointly: integrating head monitoring and 3D rendering
- Performance and quality
PART three utilizing UNITY
- Unity: growing functions that run at the Rift
- Unity: tailoring your software for the Rift
PART four THE VR consumer EXPERIENCE
- UI layout for VR
- Reducing movement illness and discomfort
PART five complex RIFT INTEGRATIONS
- Using the Rift with Java and Python
- Case research: a VR shader editor
- Augmenting digital reality