February 9, 2013 at 8:20 pm #2865
So how many of our fellow RtoVR’ers (need a better collective there) are either actively creating or planning to create games involving the Rift?
Who are you and what are you working on ?February 11, 2013 at 9:50 pm #3027
Although a mobile developer by trade (via military flight control computers and credit card security systems – don’t ask) I’m really interested in building some desktop experiences with the Rift as well as maybe doing something mobile. I guess only the ‘proper’ devs are getting access to beta drivers and such, and in the absence of native libraries for OSX or iOS/Android developers I’ve turned to Unity to see if I could face building something using it.
The answer was “no”. I’ve spent too long building things on the bare metal to fuck around with something so hateful and abstracted as that. So until the Rift is actually a “thing” and has a SDK and support I’m sort of just left to tinker with my ideas. But I have oh so many ideas. :)
Can’t wait. I hate to wish life away, but if I had a fast-forward button right now I’d use it.February 12, 2013 at 6:29 pm #3063
Unity was really that bad? Separating yourself from your history, do you think others with less direct to hardware coding experience would feel similarly? Anything in particular you disliked?
Also, were you ever tempted to code in some kick-ass ‘back doors’ in those flight controllers? Imagine, a full-scale, version of Flight Control ..February 13, 2013 at 3:45 am #3076
Nothing wrong with Unity per se, but I dislike how so much of it is proprietary to that engine. There are some overarching skills you could take with you, but the rest of it seems very forced in there for the purposes of lowering the barrier to entry.
I reckon for someone getting a fresh start it would be incredibly empowering. For someone who’s done it all before (and probably built there own engines, as in my case) it’s just in the way. I don’t want to have to learn their arbitrary way of doing stuff, because I have no intention of becoming a Unity developer by trade.
Can’t argue that it’s a compelling offering though. OSX, Windows, Android and iOS potentially from a common codebase? That’s a big deal. I just don’t opt in to the baggage that comes with it.February 13, 2013 at 5:10 am #3077
Understood. It’d be great to get some more detailed exploration on the subject. Might be worth considering an article discussing the engines claiming future Rift support and their relative target developer audience and merits and alternatives.
Would you be interested in contributing? Also, are there any other developers out there with insights into the development process? What attributes inform your decision on a platform to develop against? Let us know, because it sounds like an interesting area.February 18, 2013 at 12:29 am #3271
As far as Unity being a desirable platform; I dont think it’s been confirmed that Rift support is going to be in the free version? Even if it is, it seems that Razer Hydra support is also only available in the full version which was my choice for a controller…
I’m working on… Learning everything thats changed in Unreal Engine in the last 10 years… And wondering how much I can actually achieve with no programming skills :DFebruary 19, 2013 at 3:52 am #3287
Welcome WormSlayer, well met etc.
It does seem like there are a number of lapsed (or wannabe) developers who are finding their coding ‘muse’ in the Oculus Rift. Certainly the number of titles on Steam Greenlight promising support would indicate this.
Actually, if anyone notices any titles they’d like to know more of in development (Greenlight or elsewhere), let us know and we’ll try to line up a QA / Interview to find out more.
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