Oculus Rift in Action

Oculus Rift in Action

Bradley Austin Davis, Karen Bryla


Summary

Oculus Rift in Action introduces the strong Oculus Rift headset and teaches you ways to combine its many gains into 3D video games and different digital truth studies. you will begin through knowing the features of the Rift undefined. Then you are going to persist with attention-grabbing 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 at once and for utilizing team spirit, a favored improvement and 3D pictures engine, with the Oculus solidarity integration package.

Purchase of the print ebook incorporates a unfastened book 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 regular programming instruments and the intuitive Oculus SDKs, you could carry strong immersive video games, simulations, and different digital stories that eventually nail the sensation of being in the midst of the action.

Oculus Rift in Action teaches you the way to create 3D video games and different digital truth reviews for the Oculus Rift. you will discover the Rift via examples of actual functions utilizing the Oculus SDK and either the Oculus C API and the harmony 3D pictures engine. alongside the best way, you will get useful assistance on how one can use the Rift's sensors to provide fluid VR experiences.

Experience with C++, C#, or one other OO language is assumed.

What's Inside

  • Creating immersive VR
  • Integrating the Rift with the cohesion 3D SDK
  • Implementing the math of 3D
  • Avoiding motion-sickness triggers

About the Authors

Brad Davis is an lively VR developer who keeps an excellent set of instance Rift purposes on Github. Karen Bryla is a contract developer and author. Alex Benton is a lecturer in 3D pics on the college of Cambridge and a software program engineer at Google.

Table of Contents

    PART 1 GETTING STARTED
  1. Meet the Oculus Rift
  2. PART 2 utilizing THE OCULUS C API
  3. Creating your first Rift interactions
  4. Pulling facts out of the Rift: operating with the pinnacle tracker
  5. Sending output to the Rift: operating with the display
  6. Putting all of it jointly: integrating head monitoring and 3D rendering
  7. Performance and quality
  8. PART three utilizing UNITY
  9. Unity: developing functions that run at the Rift
  10. Unity: tailoring your software for the Rift
  11. PART four THE VR consumer EXPERIENCE
  12. UI layout for VR
  13. Reducing movement disorder and discomfort
  14. PART five complicated RIFT INTEGRATIONS

  15. Using the Rift with Java and Python
  16. Case learn: a VR shader editor
  17. Augmenting digital reality

Show sample text content

Download sample