OpenJKDF2
OpenJKDF2 copied to clipboard
VR Support?
Seeing that you're also interested in VR, how probable is a VR implementation for JKDF2 somewhere down the road?
It's definitely on my radar, but the biggest issue is that it'll likely require rewriting a significant portion of the renderer. Basically the breakdown of things is,
- DirectX 3 required all vertices to be transformed into screen space before reaching the GPU, and JKDF2 did this in software
- OpenVR requires you use their projection and transform matrices, due to stuff like IPD and lens distortion.
- The culling code is ~not well documented at the moment, and I believe it works in screen space.
- There's also some scripting stuff for when you see enemies which relies on culling code
But also, fixing up the renderer to a more modern MVP setup is necessary for stuff like improved lighting shaders, so it's ~also on my radar for that.
Just want to mention that pushing Android compatibility would open up for an easier porting process for Oculus/Meta Quest 2, Pico 4, and any standalone VR Android devices the future might hold.
Probably relevant to @DrBeef in the future.