VR Demo using Ogre 14.2 and Skyscraper

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
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eventhorizon
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VR Demo using Ogre 14.2 and Skyscraper

Post by eventhorizon »

This is a video demonstrating Ogre 14.2 being used in VR on an Oculus/Meta Quest 2 headset, in my simulator Skyscraper (aka SkyscraperSim).
The OpenXR code used in this was by Glastonbridge Software (MIT license), with modifications by me. Currently the VR feature is dependent on DirectX 11, which still has some issues working in the simulator, but basic buildings (without models and a few other things) work fine with it. For non-VR use, use OpenGL/OpenGL3 instead for now. VR mode is still missing support for the hand controllers and other things, let me know if you have experience coding for these things and would like to help.

Code: (see the src/openxr folder for the OpenXR code)
https://github.com/eventhorizon5/skyscraper
or https://www.skyscrapersim.net

The building featured is the Glass Tower, a fictitious 138-story building from the 1974 movie The Towering Inferno.
The model, which is procedurally generated in a custom script language, is based on original production blueprints from the movie.

paroj
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Re: VR Demo using Ogre 14.2 and Skyscraper

Post by paroj »

nice! I have forked https://github.com/OGRECave/OgreOpenXRRenderWindow

so it is more visible and in case you want to contribute your fixes as MIT instead of GPL.

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eventhorizon
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Re: VR Demo using Ogre 14.2 and Skyscraper

Post by eventhorizon »

paroj wrote: Tue Oct 29, 2024 6:18 pm

nice! I have forked https://github.com/OGRECave/OgreOpenXRRenderWindow

so it is more visible and in case you want to contribute your fixes as MIT instead of GPL.

Nice - that should help. I've kept the OpenXR code separate from the rest of my code, as an MIT-licensed module, so my changes to that are MIT. The frontend code which drives it is GPL.