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VRTron (now with DK2 support on Windows!)

blitter
Honored Guest
Hi everybody,

Back in April 2014 I decided I wanted to finally familiarize myself with the C++ Rift SDK, after working for a while with the Unity integration. So I picked the open-source classic GLTron to port to the Rift as an exercise. After spending a couple of weeks on it, it has since become a sandbox of sorts for experimenting with C/C++ Rift integration, so in addition to binaries here I also have the code hosted on my Bitbucket in case anybody wants to take it further. I'm quite impressed with how little code I had to write to get it to where it stands now-- upgrading from SDK 0.2 to 0.4 resulted in my *deleting* more code than writing. Maybe at the very least somebody can look to it as an example of how to get something up and running really quick. 🙂

The original GLTron code is about 10 years old and licensed under GPLv2, so my version (which I'm calling VRTron) shares the same license.
https://bitbucket.org/blitter/vrtron

NEW! DK2 version for Windows PCs:
http://www.mediafire.com/download/8srfadfqy8saa6t/VRTron_DK2_Win.zip

Old DK1 version for 32-bit Intel Macs (should work in 64-bit mode too):
http://www.mediafire.com/download/b4jrwkqsp111gl7/VRTron_DK1_Mac.zip
Old DK1 version for Windows PCs:
http://www.mediafire.com/download/alnji23tq6wvnej/VRTron_DK1_Win32.zip

I've tweaked a few things from the original GLTron game after showing it off at Connect:
- Bigger map by default
- GUI elements shifted over to the right a bit to be more "centered"
- The view from the recognizer after crashing your lightcycle now defaults to watching the remainder of the game play out at normal speed. This makes the post-game experience longer and thus less jarring/disorienting, at least to me.
- The text at the bottom of the screen will say "You win!" when you win, rather than "Player 1 wins!"

Thanks to everyone who has played so far and given me feedback! Additional feedback is always welcome. 🙂
12 REPLIES 12

cleverusername
Explorer



Cool man! LOL!
mtbs3d.com/phpBB/viewtopic.php?f=3&t=4123 I am looking into that LEEP VR I lack practical 3d knowledge, I have found some good links, but I am not sure if they are the ones you were talking about. Would you mind direct linking me to them? :oops:

nn23
Explorer
Hi,
is this MAC only?

blitter
Honored Guest
I only updated the Xcode project, so the binary I linked to download is Mac-only, but the code is up on Bitbucket and it would only take a couple hours for a good coder to update the Visual Studio project and make a Windows build. 🙂

Anonymous
Not applicable
Ran this on my 2013 Mac Pro 6-core and it crashed almost immediately and forced me to restart my machine. After a few seconds of playing the screen went black and all I could see was a cursor. No quitting, force quitting or CMD TABbing got me out of the crash.

blitter
Honored Guest
What version of OS X are you running it on? Can you get it to windowed mode first by going into the Video menu?

Anonymous
Not applicable
3.5 GHz 6-Core Intel Xeon E5
AMD FirePro D500 3072 MB
Software OS X 10.9.2 (13C64)

I launched it and it went full screen, I didn't realize there was a windowed mode or Video menu. I'll try it again when I have some free time.

-b

dghost
Honored Guest
Dammit, you beat me too it. I've been intending on doing this for a few months now but haven't had the time.

I'm gonna have to check it out tonight. 😄
Current Quake II VR stable release: 1.3.1 DK2 support: see this post

hippopotamus
Honored Guest
Sounds awesome! Someone who could do it for PC?

blitter
Honored Guest
So, I lied-- it would have taken somebody considerably longer than a couple hours to build this for Windows since I forgot that the Visual Studio project is only for the later beta of GLTron (oops!). However, I had to make a Windows build anyway for a certain well-known guy with a popular livestream 😉 , so figured I may as well put it up on the net. It can be downloaded here http://www.mediafire.com/download/alnji23tq6wvnej/VRTron_Win32.zip and I've updated the original post too.

For those curious, I built this with static libraries in MinGW. The Automake files have been updated and committed to my Bitbucket repo, but I had to pass special arguments to configure and make to get a working binary:
./configure --disable-warn CPPFLAGS=-DGLEW_STATIC --with-snapshot-dir="." --with-preferences-dir="."
make datadir="."