danij's activity
From 2013-10-25 to 2013-11-07
2013-11-07
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20:01 Doomsday Engine Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
- BRisa (http://brisa.garage.maemo.org/) looks useful.
2013-11-04
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23:22 Doomsday Engine Feature #1636: Support for Oculus Rift
- Thanks for the detailed explanation of which values can/should be obtained from the SDK. The fact that an effective F...
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19:56 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> danij wrote:
> > Are we saying that VR is so exceptional that by default we shouldn't honour the F... -
18:59 Doomsday Engine Feature #1636: Support for Oculus Rift
- I agree with the intention. However I disagree with the method. Field-of-view in a cinematic sense is a matter of art...
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18:37 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> Speaking of field-of-view, I'm currently setting the field-of-view to 110 degrees when the player a...
2013-11-03
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19:33 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> > Furthermore, I don't see why the window border can't work in Rift mode in the same way it usually... -
18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-... -
07:55 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> * When the player activates/deactivates the status HUD (+/- keys), the OpenGL viewport for 3D viewi...
2013-10-31
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23:11 Doomsday Engine Feature #1503: [Unix] Basic command line options (e.g., help, version)
- There seems to be a fair degree of feature overlap with the in-game help presented via the console. Maybe we can bind...
2013-10-30
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05:10 Doomsday Engine Feature #1636: Support for Oculus Rift
- Nice work. At least for cross-eye viewing your screenshot is converging well for me.
So as to better my understand...
2013-10-28
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00:44 Doomsday Engine Feature #1636: Support for Oculus Rift
- I'm not familiar with that area of the codebase but I expect this is because glprogram.cpp resides in libgui and ther...
2013-10-27
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19:04 Doomsday Engine Feature #1636: Support for Oculus Rift
- Integrating head tracking via the existing binding system is definitely the better approach, regardless of optimal la...
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16:42 Doomsday Engine Feature #1636: Support for Oculus Rift
- Hacking it in would inherently mean that player movement lags behind the refresh update. While it would certainly be ...
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16:23 Doomsday Engine Feature #1636: Support for Oculus Rift
- If the input from the head tracker effects the angle at which the player moves then this fundamentally requires an in...
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15:23 Doomsday Engine Feature #1636: Support for Oculus Rift
- I rather see this from the perspective that the lack of zero-latency input is a serious bug.
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15:08 Doomsday Engine Feature #1636: Support for Oculus Rift
- It seems to me that to fully integrate the Oculus head tracking it must be folded into the binding system in a simila...
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14:53 Doomsday Engine Bug #1589: [Windows] Missing icons
- Commit commit:c7debe3 should address the missing icon in Add/Remove Programs/Control Panel. It appears that Inno Setu...
2013-10-26
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21:51 Doomsday Engine Feature #1636: Support for Oculus Rift
- Re: UI and HUD drawing
It would be useful for future development/maintenance to have a visual representation of th...
2013-10-25
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15:29 Doomsday Engine Bug #251: [Doom] Nightmare monsters sometimes not fast
- Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?
Concept syntax:...
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