I saw your answer to an inquiry about possibly supporting the Occulus Rift. This inquiry is similar, but about supporting the castAR.
If you are not already familiar with the castAR, you can see
castAR completed Kickstarter page
Technical illusions main web page
castAR forums
There are also some videos up on Youtube.
Some of the programming support issues are probably the same as, or similar to supporting the Rift. However, it does have some differences that may make it easier. For one thing, the image doesn't get bent around like the Rift's is to work with the lens system (as I understand it). The image retains the rectangular aspect. Of the two founders, Rick is the software guru and could most likely answer any questions you have in suitable programmer-speak.
I'm not dissing the Occulus Rift, as I may eventually buy one if they come out with a high enough resolution and fast enough head tracking to avoid the nausea problems that many experienced with the early version. I'm reading good things about the newer developer kits.
castAR, it should be noted, has multiple modes of operation/display to choose from:
Projected Augmented Reality, which does not block your view of the outside (ie. hands and keyboard/mouse/HOTAS, etc.), by projecting on to RetroReflective material. You could make a RR material covered shell and project both the inside the cockpit and outside view upon it.
Virtual Reality (uses a clipon), that occludes the outside view, and most closely resembles how the Rift operates. The mini-projectors are optically redirected to show the image to your eyes at a safe level of brightness. No RR material is needed for this mode.
Augmented Reality (uses a clipon), that does not occlude the outside view. This mode would be least likely to be used by someone playing a sim like Evochron Mercenary, but has other uses. Think of it as being able to do something like an Ironman style HUD, or Google Glass (but better).
The potential for castAR is pretty amazing!




