Questions/comments/requests? Ask the community on the Janus VR subreddit: http://www.reddit.com/r/janusVR/
"Release 30"! Leap Motion support!
"Release 29"! COLLADA (.dae) geometry format support!
"Release 28"! XBox 360 controller support!
"Release 26"! DK2 support! (and an ongoing pile of other changes)
"Release 25"! Support for custom avatars, multitexturing, a pile of other stuff
"Release 24"! New server architecture! Command line parameters to set server, port, server communication rate, multisampling (# of samples), piles of bugfixes. See Lisa's open source project "janus-server" on github, which now drives the multiplayer aspect of Janus:https://github.com/lisa-lionheart/janus-server/
"Release 23"! Mumble positional audio and voice chat, download progress indicators, antialiasing/multisampling, Flickr image gallery support, SSL support (for multiplayer servers, and websites (i.e. HTTPS protocol)), SBS3D/Over-under support for images/videos, animated GIF support, Janus VR submitted to Oculus VR Share!
"Release 22"! The most notable change in this version is multi-player capability, allowing a "collaborative browsing experience". From now on I'm going to switch over to leaving details of specific smaller updates to the main project page linked above.
"Release 21" has consisted of a pile of updates:
(May 23, 2014 update. Release 21.15 - load URLs from command line, save out default_sounds attribute)
(May 22, 2014 update. Release 21.14 - error logs, cache now 500MB, disable click-to-fly when walking, new VRsites portal)
(May 16, 2014 update. Release 21.13 - axis snapping, Qt 5.2.1 on Windows)
(May 15, 2014 update. Release 21.12 - OBJ bugfix)
(May 5, 2014 update. Release 21.11 - OBJ/GLSL work)
(May 5, 2014 update. Release 21.10 - more GLSL shader work, new uniforms, other bugfix)
(April 29, 2014 update. Release 21.9 - support for back/frontface/disabled culling)
(April 28, 2014 update. Release 21.8 - the "cache money" update!)
(April 22, 2014 update. Release 21.7 - OBJ support update)
(April 21, 2014 update. Release 21.6 - GLSL shader updates)
(April 21, 2014 update. Release 21.5 - "bookmarks and bugfixes")
(April 20, 2014 update. Release 21.4 - the "ghosts" update!)
(April 18, 2014 update. Release 21.3 - support for SBS (side-by-side) 3D video!)
(April 12, 2014 update. Release 21.2 - general FireBoxRoom reworking)
(April 11, 2014 update. Release 21.1 - custom near/farplanes)
(April 10, 2014 update. Release 21 - the "demoscene" update - and support for custom GLSL fragment shaders!)
(March 30, 2014 update. "Release 20" - support for video inside FireBoxRooms!)
(March 17, 2014 update. "Release 19"! Portals can be manipulated and rotated in any direction - this can make things a bit crazy in VR
(March 16, 2014 update. "Release 18"! Completely re-worked interface. Some small bugfixes.)
(March 14, 2014 update. "Release 17.1"! Mute bugfix, new room template, new room attribute, new "move" operation to manipulate objects, improved copy/pasting, new sound attribute, a new workspace to show all of this stuff
And updated my "maze" room.)
(March 12, 2014 update. Release "17"! Many updates and improvements. True 3D rooms. Add images, objects, text. Copy and paste. Modifying the FireBox HTML code rules. An adventure!)
(March 4, 2014 update. Release "16"! Stretching what's possible with a FireBoxRoom. Technical improvements. Menu improvement. New default bookmarks.)
(March 1, 2014 update. Release "15"! Edit and save FireBoxRooms! Bugfixes.)
(February 27, 2014 update. Release "14" adds support for custom skyboxes, fixes stuttering resulting from loading many images (e.g. imgur URL), support for relative URLs, and other minor updates/bugfixes. My aim is to add interactive editing in a next major update.)
(February 25, 2014 update. Release "13" adds site "translators" for reddit and imgur and a new tiling fragment shader.)
(February 19, 2014 update. Release "12.1" is a minor update - main addition is the introduction of "workspaces" - HTML pages which are viewable through FireBox on the local filesystem. One step closer to interactive editing. Some other bugfixes. )
(February 18, 2014 update. More technical improvements, as well as some additions on the interaction side. Notably: chromatic aberration correction, a major bug with mouse movement events is fixed and mouse movement is now smooth, "grappling hook" style navigation with LMB, context menu with RMB.)
(February 15, 2014 update. Extremely happy with this update for technical reasons. With this update I specifically addressed issues relating to the Rift integration - both the latency issue is gone, and the projection is now perfect. It follows the steps outlined in the SDK documentation precisely, so it should in theory work on future Rift devices now, with no code changes. I screwed this up for a long time:
NAILED THE OCULUS SDK INTEGRATIONhttp://www.youtube.com/watch?v=-YCBadIVro8#t=1070
sorry! But it's good now! - I have some suggestions on how to make the SDK documentation easier to understand, for another day.)
(February 14, 2014 update. Release "10.1" is a minor update which fixes some existing bugs: no more slowdown loading 3D objects, no more crashing on sites with specific text, no more segfault when quitting, "loading" rings are always now visible for objects. Added more skyboxes, allow freeform flying around the rooms, and a scaling in effect when images/objects are loaded.)
(February 13, 2014 update. Support for 3D webpage content added - check it out!)
(February 10, 2014 update. Added a "3d mouse cursor" which sticks to the surfaces of geometry. This mode can be toggled with the right mouse button
. My intent is to use this as the basis for interaction with FireBox when required (e.g. for editing/creating a 3D webpage, or as a quick way to follow a link, or look closer at an image, etc.). I think it works well - but the cursor is quite small when its position is back-projected all the way out onto the skybox. The approach for driving this cursor is to render the geometry to depth and colour buffers, where the colour buffer encodes normal information. This allows me to define the cursor's position and orientation in space. Other small bugfixes.)
(February 8, 2014 update. Release 8: Source code and binaries released for both Linux and Windows. Graphics performance improvements: more efficient code for the portals/stenciling, visibility testing for culling portals, reduced poly count of some geometry. 60 FPS should generally be possible even using the Rift display mode. Modelled and added 3 new template environments - there are now 6 in total. Added portal glow (increases when room is loaded). Added title information to portals on webpage load. Fixed/improved URL entry widget and shortened the default entry. Further improved the image scraping (parser now checks contents of "DIV" tags in the HTML, used on e.g. Google and YouTube). Now rendering portal "placeholders" correctly when viewing portals through a portal. Other small bug fixes.)
(February 7, 2014 update: Release 7: "Portals" seamlessly connect webpages! Can now load textured OBJ files as room templates (extensible!), I created 3 small environments. Improved the image scraper. Code is unoptimized, framerate may be poor for large rooms, in a future update I intend to improve framerate and add some more environments.)
(February 5, 2014 update: Release 6.1: Fixed bug with loading/displaying embedded images, improvements to text boxes, bugfix relating to generated room dimensions, other minor bugfixes. If you tried FireBox yesterday, please give it another whirl
(February 4, 2014 update: Release 6: Sound, Windows supported, rooms vary by hue, added ability to reset environment)
(November 27, 2013 update: Release 5: added a bookmarks.txt file so you can easily use your own URLs, and bringing the implementation closer to using all the parameters from the Oculus SDK (e.g., reported centres of projection, FOV). I also fixed the stretch/skew issue with head roll, and scaled the projection so borders are no longer visible, so it should now be a much better experience
(November 26, 2013 update: Release 4 now working using v0.2.5 of the Oculus SDK. Still Linux only for the moment, sorry
Hi Rift community!
My personal project for learning programming for the Rift is a "3D internet browser". A spatial walk through the internet. Real snow crash stuff
Webpages are rooms, links connect rooms as doorways. Pictures embedded in the webpages hang as pictures on the wall. The environment is dynamically generated based on navigation. You can take the analogy as far you want. Ideally, the experience would be collaborative.
Interestingly - my implementation works specifically on Linux machines with OpenGL (both tracker and graphics display).
Release 4+ use Oculus SDK v0.2.5.
Releases 1-3 used code provided by "nsb" (you are the man!) to read tracker data through /dev/hidraw*:https://developer.oculus.com/forums/viewtopic.php?f=20&t=667&hilit=nsb
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