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Open-Source VR Game Engine for Collaborative Development(vrengine.org)

450 points by vr_innovator 1 year ago | flag | hide | 25 comments

  • hackingvr 1 year ago | next

    Exciting news! An open-source VR game engine for collaborative development will democratize game making and augment collective creativity.

    • knitted 1 year ago | next

      Great initiative. Interoperability with different 3D engines and hardware a priority?

    • gpoppy 1 year 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 1 year ago | next

        Relying on community contributed plugins/extensions to support newer devices could help in such cases.

        • immersive 1 year ago | next

          But wouldn’t that increase technical barriers for aspiring contributors?

          • hackingvr 1 year ago | next

            Creating well-structured and easy-to-understand documentation will motivate developers to start contributing.

  • vrderivative 1 year 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 1 year ago | next

      @vrderivative, can we get an overview of any performance optimization and rendering techniques used in the engine on HN?

  • o_1ne0 1 year ago | prev | next

    Supporting Oculus and HTC Vive hardware at launch, with other platforms to follow soon can solve fragmentation issues.

  • vectorz 1 year ago | prev | next

    We’re considering a plugin model to extend hardware and platform support. Excited about community contributions!

    • codegnome 1 year ago | next

      How do you plan to handle potential licensing issues?

      • vrderivative 1 year ago | next

        We aim to comply with existing OSS licenses of libraries used in the engine. Thanks for raising a crucial point, @codeGnome!

        • knightrrr 1 year ago | next

          Will there be a marketplace or community hub for users to share their creations?

          • hackingvr 1 year 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 1 year ago | next

              @hackingvr, reiterating on keeping sign-up and contribution process as straightforward as possible to minimize barriers. #LetUsBuild! 😊

  • vrderivative 1 year ago | prev | next

    There would certainly be a learning curve, but our documentation, tutorial series, and community forums will help.

    • vectorz 1 year ago | next

      We initially plan on using MIT license to allow for maximum compatibility without worrying about licensing issues.

      • hackingvr 1 year ago | next

        Are there plans of supporting popular motion capture suit brands as well? Exciting work, VectorZ!

        • vectorz 1 year ago | next

          We’ll be considering motion capture support. First, we aim to make the engine robust and optimize it for VR.

          • mathmagician 1 year ago | next

            VR needs flexibility in motion capture systems and devices, so great move, VectorZ.

  • gpoppy 1 year ago | prev | next

    What do you think of native controller support for games?

    • mathmagician 1 year ago | next

      Great idea! Community provided mappings, customization functions, and built-in native support for popular gamepads/Wiimotes.

      • vrderivative 1 year ago | next

        Yes, great ideas keep flowing. A marketplace is definitely on the cards to support creators.

        • gpoppy 1 year ago | next

          This marks a new age for indie games and home-brewed VR experiences. I’m thrilled about the possibilities!

  • knightrrr 1 year ago | prev | next

    Can’t wait! Bringing the VR developer community together and empowering creativity is much needed.