Oculus Rift in Action

Oculus Rift in Action

Bradley Austin Davis, Karen Bryla


Oculus Rift in Action introduces the strong Oculus Rift headset and teaches you ways to combine its many positive aspects into 3D video games and different digital truth stories. you will commence through figuring out the features of the Rift undefined. Then you are going to keep on with fascinating and instantly-relevant examples that stroll you thru programming genuine purposes utilizing the Oculus SDK. Examples are supplied for either utilizing the Oculus C API at once and for utilizing cohesion, a well-liked improvement and 3D portraits engine, with the Oculus harmony integration package.

Purchase of the print publication encompasses a unfastened e-book in PDF, Kindle, and ePub codecs from Manning Publications.

About the Book

Virtual fact 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 general programming instruments and the intuitive Oculus SDKs, you could carry strong immersive video games, simulations, and different digital studies that at last 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 are going to discover the Rift via examples of actual purposes utilizing the Oculus SDK and either the Oculus C API and the cohesion 3D images engine. alongside the way in which, you will get sensible advice on the way to 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 solidarity 3D SDK
  • Implementing the maths of 3D
  • Avoiding motion-sickness triggers

About the Authors

Brad Davis is an energetic VR developer who continues a superb set of instance Rift functions on Github. Karen Bryla is a contract developer and author. Alex Benton is a lecturer in 3D photos on the college of Cambridge and a software program engineer at Google.

Table of Contents

  1. Meet the Oculus Rift
  2. PART 2 utilizing THE OCULUS C API
  3. Creating your first Rift interactions
  4. Pulling info 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: growing purposes that run at the Rift
  10. Unity: tailoring your program for the Rift
  11. PART four THE VR consumer EXPERIENCE
  12. UI layout for VR
  13. Reducing movement affliction and discomfort
  14. PART five complicated RIFT INTEGRATIONS

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

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