Back in April 2014 I decided I wanted to finally familiarize myself with the C++ Rift SDK, after working for a while with the Unity integration. So I picked the open-source classic GLTron to port to the Rift as an exercise. After spending a couple of weeks on it, it has since become a sandbox of sorts for experimenting with C/C++ Rift integration, so in addition to binaries here I also have the code hosted on my Bitbucket in case anybody wants to take it further. I'm quite impressed with how little code I had to write to get it to where it stands now-- upgrading from SDK 0.2 to 0.4 resulted in my *deleting* more code than writing. Maybe at the very least somebody can look to it as an example of how to get something up and running really quick.
The original GLTron code is about 10 years old and licensed under GPLv2, so my version (which I'm calling VRTron) shares the same license.
NEW! DK2 version for Windows PCs:
Old DK1 version for 32-bit Intel Macs (should work in 64-bit mode too):
Old DK1 version for Windows PCs:
I've tweaked a few things from the original GLTron game after showing it off at Connect:
- Bigger map by default
- GUI elements shifted over to the right a bit to be more "centered"
- The view from the recognizer after crashing your lightcycle now defaults to watching the remainder of the game play out at normal speed. This makes the post-game experience longer and thus less jarring/disorienting, at least to me.
- The text at the bottom of the screen will say "You win!" when you win, rather than "Player 1 wins!"
Thanks to everyone who has played so far and given me feedback! Additional feedback is always welcome.