General Showcase Thread

Ported over the Oculus Mobile SDK’s “Cube World” sample.

Fairly painful. Required a new backend specifically for the target as the Android backend is nowhere near up to task with the strictness of the oculus mobile SDK (which is really invasive in both threads and taking over the GL-context). Basically the main-loop and the Oculus stuff happens in a native-lib and the monogame side passes off some delegates for it to call, along with some helper functions for queries (ie. get head/trackpad/etc info, predicted deltas, etc).

Doesn’t do any multi-view or geometry-shader multi-target ATM, that basically has to happen for it be viable … which means writing a direct GLSL -> mgfx compiler (which isn’t really that bad).

I’ll toss code up in the not so distant future.

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