By Bradley Austin Davis, Karen Bryla
Oculus Rift in Action introduces the strong Oculus Rift headset and teaches you ways to combine its many good points into 3D video games and different digital fact studies. you are going to begin by way of realizing the services of the Rift undefined. Then you will keep on with fascinating and instantly-relevant examples that stroll you thru programming actual purposes utilizing the Oculus SDK. Examples are supplied for either utilizing the Oculus C API without delay and for utilizing team spirit, a well-liked improvement and 3D images engine, with the Oculus cohesion integration package.
Purchase of the print publication contains a loose publication in PDF, Kindle, and ePub codecs from Manning Publications.
About the Book
Virtual truth has lengthy been the area of researchers and builders with entry to really expert and proprietary instruments. With the looks of the Oculus Rift VR headset, the sport has replaced. utilizing common programming instruments and the intuitive Oculus SDKs, you could convey robust 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 are going to discover the Rift via examples of actual purposes utilizing the Oculus SDK and either the Oculus C API and the solidarity 3D portraits engine. alongside the way in which, you will get useful suggestions on easy methods 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 solidarity 3D SDK
- Implementing the maths of 3D
- Avoiding motion-sickness triggers
About the Authors
Brad Davis is an lively VR developer who continues an exceptional set of instance Rift purposes on Github. Karen Bryla is a contract developer and author. Alex Benton is a lecturer in 3D photographs on the collage of Cambridge and a software program engineer at Google.
Table of Contents
- Meet the Oculus Rift
- 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
- Unity: developing functions that run at the Rift
- Unity: tailoring your program for the Rift
- UI layout for VR
- Reducing movement ailment and discomfort
- Using the Rift with Java and Python
- Case learn: a VR shader editor
- Augmenting digital reality
PART 1 GETTING STARTED
PART 2 utilizing THE OCULUS C API
PART three utilizing UNITY
PART four THE VR consumer EXPERIENCE
PART five complex RIFT INTEGRATIONS