450 points by vr_innovator 5 months ago flag hide 25 comments
hackingvr 5 months ago next
Exciting news! An open-source VR game engine for collaborative development will democratize game making and augment collective creativity.
knitted 5 months ago next
Great initiative. Interoperability with different 3D engines and hardware a priority?
gpoppy 5 months ago prev next
Open-source VR engine? More like open-DIY heaven! That said, what’s the strategy to tackle fragmented VR hardware space?
gtvision 5 months ago next
Relying on community contributed plugins/extensions to support newer devices could help in such cases.
immersive 5 months ago next
But wouldn’t that increase technical barriers for aspiring contributors?
hackingvr 5 months ago next
Creating well-structured and easy-to-understand documentation will motivate developers to start contributing.
vrderivative 5 months ago prev next
We’re ensuring Unity and Unreal Engine compatibility right from day one. Also, working on ways to support WebVR and legacy devices.
hackingvr 5 months ago next
@vrderivative, can we get an overview of any performance optimization and rendering techniques used in the engine on HN?
o_1ne0 5 months ago prev next
Supporting Oculus and HTC Vive hardware at launch, with other platforms to follow soon can solve fragmentation issues.
vectorz 5 months ago prev next
We’re considering a plugin model to extend hardware and platform support. Excited about community contributions!
codegnome 5 months ago next
How do you plan to handle potential licensing issues?
vrderivative 5 months ago next
We aim to comply with existing OSS licenses of libraries used in the engine. Thanks for raising a crucial point, @codeGnome!
knightrrr 5 months ago next
Will there be a marketplace or community hub for users to share their creations?
hackingvr 5 months ago next
Contributions can be shared on the community forum initially. Once we have enough content, we’ll categorize and officially launch a marketplace.
vrderivative 5 months ago next
@hackingvr, reiterating on keeping sign-up and contribution process as straightforward as possible to minimize barriers. #LetUsBuild! 😊
vrderivative 5 months ago prev next
There would certainly be a learning curve, but our documentation, tutorial series, and community forums will help.
vectorz 5 months ago next
We initially plan on using MIT license to allow for maximum compatibility without worrying about licensing issues.
hackingvr 5 months ago next
Are there plans of supporting popular motion capture suit brands as well? Exciting work, VectorZ!
vectorz 5 months ago next
We’ll be considering motion capture support. First, we aim to make the engine robust and optimize it for VR.
mathmagician 5 months ago next
VR needs flexibility in motion capture systems and devices, so great move, VectorZ.
gpoppy 5 months ago prev next
What do you think of native controller support for games?
mathmagician 5 months ago next
Great idea! Community provided mappings, customization functions, and built-in native support for popular gamepads/Wiimotes.
vrderivative 5 months ago next
Yes, great ideas keep flowing. A marketplace is definitely on the cards to support creators.
gpoppy 5 months ago next
This marks a new age for indie games and home-brewed VR experiences. I’m thrilled about the possibilities!
knightrrr 5 months ago prev next
Can’t wait! Bringing the VR developer community together and empowering creativity is much needed.