Quake II VR
Posted: Tue Dec 10, 2013 12:35 pm
Hey all,
It's a little bit old at this point, but I realized recently I never posted about it here. A while back I forked the KMQuake II engine that supports the Oculus Rift. It features:
-6DOF Headtracking
-Decoupled aiming
-Rudimentary head/neck model
-Fully captured 2D UI
-Native support for Xinput gamepads
I also am going to try to get at least basic Hydra support worked in at some point, though there are technical issues that may prevent it from being much more than mouse/joystick emulation. I'm also probably going to take a swing at getting Linux and OS X support back in sometime over the break, but we'll see how that goes.
Source code and binary download links (including a shareware bundle) are on the project GitHub page.
If anyone has any feedback or feature requests, feel free to mention it
Edit: curse you BBCode, curse you.
It's a little bit old at this point, but I realized recently I never posted about it here. A while back I forked the KMQuake II engine that supports the Oculus Rift. It features:
-6DOF Headtracking
-Decoupled aiming
-Rudimentary head/neck model
-Fully captured 2D UI
-Native support for Xinput gamepads
I also am going to try to get at least basic Hydra support worked in at some point, though there are technical issues that may prevent it from being much more than mouse/joystick emulation. I'm also probably going to take a swing at getting Linux and OS X support back in sometime over the break, but we'll see how that goes.
Source code and binary download links (including a shareware bundle) are on the project GitHub page.
If anyone has any feedback or feature requests, feel free to mention it
Edit: curse you BBCode, curse you.