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danij's activity

From 2013-10-25 to 2013-11-07

2013-11-07

20:01 Doomsday Engine Feature #1658: Automatic port forwarding (UPnP/NAT-PMP/PCP)
BRisa (http://brisa.garage.maemo.org/) looks useful. danij

2013-11-04

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... danij
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...
danij
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... danij
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...
danij

2013-11-03

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...
danij
18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
cmbruns wrote:
> danij wrote:
> > cmbruns wrote:
> > > * When the player activates/deactivates the status HUD (+/-...
danij
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...
danij

2013-10-31

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... danij

2013-10-30

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...
danij

2013-10-28

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... danij

2013-10-27

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... danij
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 ... danij
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... danij
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. danij
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... danij
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... danij

2013-10-26

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...
danij

2013-10-25

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:...
danij
 

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