| by Ybalrid | No comments

Ogre_glTF: A glTF loader plugin for Ogre 2.x

If there’s one open source library that I really like and think has a great level of usefulness for both myself, and a whole community, it’s Ogre. Before going on the story of why I felt loading glTF files into ogre was a necessary thing to do, and why I decided to actually write a […]

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| by Ybalrid | 3 comments

No nonsense networking for C++ : Introducing kissnet, a K.I.S.S. socket library!

Sometimes I wonder why some things are inside the C and C++ standard libraries, and some aren’t. As far as I can be bothered to read the actual “standards” document (that are mostly written in legalise, not in understandable english for you and me). Theses languages are defined against an “abstract machine”, and the actual […]

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| by Ybalrid | No comments

Why glTF 2.0 is awesome!

There’s one single thing that I find truly frustrating when dealing with multiple 3D-related software : making them exchange 3D assets. You don’t have much warranty that what has been put out of one software will look the same into something else (e.g. a Game Engine. You may work with meters, and find out that […]

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| by Ybalrid | No comments

Install and run SteamVR on ArchLinux (for using an HTC-Vive) and do OpenGL/OpenVR developement

So, I recently had the chance to try out an HTC-Vive on a Linux machine. Naturally, I installed Arch on it 😉 The installation is pretty straight forward, but there are some little catches if you want to do OpenGL development on Linux With OpenVR (OpenVR is the API you use to talk to the […]

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| by Ybalrid | No comments

“Scenario Testing” a game engine by misusing an unit test framework.

I don’t post regularly on this blog, but I really should post more… ^^” If you have ever read me here before, you probably know that one of my pet project is a game engine called Annwvyn. Where did I get from Annwvyn was just “a few classes to act as glue code around a […]

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| by Ybalrid | No comments

Shoehorning anything (with `operator<<()`) into `qDebug()` the quick and dirty templated way

So, the other day I was working on some Ogre + Qt5 code. I haven’t really worked with Qt that much since Qt4 was the hot new thing, so I was a bit rusty, but I definitively like the new things I’ve seen in version 5. But I’m not here to discuss Qt 5 today. […]

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| by Ybalrid | No comments

Getting the name of an audio device from it’s GUID : Using the Oculus Rift selected audio device with OpenAL

So, while working on my game engine, I was curious about looking at the technical requirement for submitting an application to the Oculus Store. One of the things required is that you need to target the audio output (and input) devices selected by the user in the Oculus app So, how does the Oculus SDK […]

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| by Ybalrid | 2 comments

The locomotion problem in Virtual Reality

(Seriously, I hesitated some time between this version and the original, but that’s not the point of this article, and I kinda like the 80’s vibe anyway…) I think we can all agree here, Virtual Reality (VR) is now, and not science-fiction anymore. “Accessible” (not cheap by any stretch of the imagination) hardware is available […]

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| by Ybalrid | 1 comment

The Annwvyn Game Engine, and how I started doing VR

If you know me, you also probably know that I’m developing a small C++ game engine, aimed at simplifying the creation of VR games and experiences for “consumer grade” VR systems (mainly the Oculus Rift, more recently the Vive too), called Annwvyn. The funny question is : With the existence of tools like Unreal Engine […]

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| by Ybalrid | No comments

My Linux handheld game console. Part 1

A custom made Linux powered handheld. This sounds interesting, don’t you think ? I had this project from quite some time: I have some hardware that is collecting dust, and I want to make use of it, I just recently had the idea to blog about it, and release everything on GitHub afterwards, when it […]

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