This project has sort of grown organically as I have been trying and learning new things. while I will probably continue to work on it, I think it's at a point where I am happy to share it now.
I'm just calling it Space Flight VR because I didn't really know what else to call it, up till now I've just been calling it space sim.default controls for gamepad are
pitch/roll: left stick
yaw: right stick
throttle up/down: trigger buttons
boost: r button (you will go faster but there isn't any indication other than the speed display)
reset Oculus rift forward direction: yDefault Controls for Keyboard are
Throttle up: r
Boost: Left Shift
Reset Oculus Rift forward direction: spacenote
: If the gamepad throttle isn't working, I recommend mapping the keyboard throttle controls to some buttons buttons on your gamepad. Controls can be remapped in the Input tab on the launcher.
your space ship will attempt to correct for sideways drift, you can see how it's applying forces by looking at the display on the right.
right now top speed is limited using a drag like mechanic applied only in the forward direction, while this isn't ideal other methods may alter the way the ship flies in subtle ways and I haven't decided what I want to do yet.
A couple of little issues: the space dust is a little weird, implementing it properly is made a little trickier due to the floating origin system I'm using I put this in to see what it might look like.
there is still an issue with the shader on the asteroids which makes the colours look a little dull. I had never written a shader until i made this so bear with me please.
the asteroids are from the asset store
skybox is thanks to Space Engine http://en.spaceengine.org/
Couple of minor Updates
Improved loading times
Added keyboard support
You can download this demo herehttps://mega.co.nz/#!qdtWATRR!skMomCf4g7dTfRfgDQF7eMY4K1S8q5ijl2t2A31zWUI