C++ for cross-platform VR
summary
Overview of a C++ cross‑platform VR strategy that ships to Oculus Mobile/Desktop, Google Cardboard, OpenVR and PlayStation VR by sharing one core codebase. Claims: mobile SDKs give orientation but not positional head tracking on phones; targets are ~1K per eye at ~75Hz today versus 16k per eye at 1,000 Hz as an ideal. Implements per‑platform translation units, JNI glue for Cardboard, SDK‑side distortion and timewarp, and a Lua scripting layer (V8/JS considered). Notes: many SDKs are beta, some supply a run loop while OpenVR does not.
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chapters (11)
- 0:00Introduction and VR stakes
- 4:59Food tip: Apple juice
- 5:21Talk overview and goals
- 6:26Separate codebase approach
- 11:01Food tip: Mediterranean kitchen
- 11:45Combining codebases into C++
- 14:12Structuring cross-platform code
- 18:09Adding a scripting layer
- 21:25Frontiers and lessons learned
- 27:30Food tip: Sirius Pie pizza
- 28:00Q&A session
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