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using AB3D oculus wrapper instead of custom wrapper #10

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vpenades opened this issue Jan 16, 2018 · 1 comment
Open

using AB3D oculus wrapper instead of custom wrapper #10

vpenades opened this issue Jan 16, 2018 · 1 comment

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@vpenades
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Is there a reason why you didn't use https://github.com/ab4d/Ab3d.OculusWrap ?

@cpt-max
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cpt-max commented Jan 17, 2018

I never tried OculusWrap, but I definitely did a quick search for existing options before doing my own wrapper. The reasons why I went with my own wrapper were probably those (I don't remember my exact thoughts that well)

  • There's a thread on the MonoGame github where somebody used OculusWrap in MonoGame and had some problems with it: OculusRift via OculusWrap Support MonoGame/MonoGame#4640

  • It doesn't take much code to wrap the basic functionality, and since I'm experienced in C++ and PInvoke I could do this very quickly.

  • No extra dependencies.

  • Problem solving is probably easier with the official Oculus SDK (bigger community, probably better documentation)

  • I get a better understanding of what exactly is going on under the hood.

But as I said, I never tried OculusWrap. It might very well be a good option.

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