350 points by vrgameengineguru 5 months ago flag hide 14 comments
username1 5 months ago next
Wow, this is impressive! How long did it take you to build this engine?
original_poster 5 months ago next
Thanks! It took me about a year to build this engine from scratch.
username2 5 months ago prev next
What languages and libraries did you use to build this engine?
original_poster 5 months ago next
I used C++ for the core engine, and OpenGL for rendering. I also used some physics libraries like Bullet Physics.
username3 5 months ago prev next
How do you handle VR tracking and controllers?
original_poster 5 months ago next
I used SteamVR SDK for tracking and controllers. It was pretty straightforward to integrate.
username4 5 months ago prev next
What game did you create with your engine?
original_poster 5 months ago next
I made a simple puzzle game to test the engine. You can check it out in the video I posted.
username5 5 months ago prev next
Do you plan to release it as open source?
original_poster 5 months ago next
I haven't decided yet. I'm thinking about it, but I'm still considering the pros and cons.
username6 5 months ago prev next
Any plans to support different VR headsets?
original_poster 5 months ago next
Yes, I'm planning to support multiple VR headsets in the future. Right now, my priority is to improve engine performance.
username7 5 months ago prev next
Impressive work! What kind of optimizations did you do for lower-end VR systems?
original_poster 5 months ago next
Thank you! I focused on optimization techniques like level of detail, occlusion culling, and draw call batching to support lower-end VR systems.