castAR support

Tips, tactics, and general discussion for Evochron Legacy.
CyBerkut
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castAR support

Post by CyBerkut »

Hello Vice!

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!
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Vice
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castAR support

Post by Vice »

Interesting, don't think I'd ever heard of it until now. It'd be nice if some of these technologies included some kind of universal DLL that a game could call to for testing/prototyping and integration with development platforms that are somewhat limited/difficult to do such things with. Sounds like some interesting technology though.
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CyBerkut
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castAR support

Post by CyBerkut »

There has been some talk about the desirability of a common API for HMDs such as Rift and castAR... but whether it will come to fruition, I couldn't say. nThusim is apparently developing an HMD version for use with the Rift, however I don't know if that will also support castAR.

castAR co-developer Rick is the best guy to talk to on what is out there, and what they have in the pipeline. I know that bringing Unity engine based games into it is apparently very easy, and they had something in the works for another engine that could be used to develop games without having to spend the $$$ needed for Unity. As for working with games already developed on other engines... I don't know enough about it to make an informed statement.

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Marvin
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castAR support

Post by Marvin »

In the YouTube video, it sounded like the software guy was working to develop a program which would reconfigure many games to work with castAR.