This post is a continuation of the series where we are looking into creating a C++ plugin that is meant to store data in SQLite3 database for both Unity3D and Unreal Engine 4.
In this post we will create a basic C++ project, compile a simple function into a DLL.
In the last part of the tutorial series, we will look at adding code for input handling on the rift's motion controller. As with the other parts of the tutorial series, this part builds on top of what we have already achieved in the previous parts. To recap, we have created the player pawn using … Continue reading Motion Controller Input for Player Pawn
In this part of the tutorial, we will get the components set up for the Pawn pawn to have head and motion controller tracking. This is the second part of the tutorial. If you haven't read the first part please read through that. It covers the basics such as creating the C++ class for the pawn … Continue reading Creating the VR Player Pawn – Part 2
In this two-part tutorial, we will set up the base VR player pawn so that we can actually see our motion controllers track and have some very basic input set up. The first part of the tutorial is just creating a new C++ pawn class, adding a pawn blueprint that inherits from the C++ class … Continue reading Creating the VR Player Pawn – Part 1
Requirements: In order to start with the tutorials, you will need the following software and hardware. As I have mentioned in my previous post, for the most part, the tutorials can be followed with the VR set-up but if your intention is to make a game for VR then you can follow the tutorials exactly. … Continue reading Create VR Project
In this post I will outline the process of creating a GIT repository on Bitbucket service and SourceTree for the GUI. I have used bitbucket for several years now and have always loved it since it gives the option of creating private repositories with a free account. It is not absolutely neccessay to use bitbucket / … Continue reading Setting Unreal Engine 4 GIT Repository
Unreal Engine, C++ based game development tutorial that starts from scratch.
In this post we will look at loading a texture and applying to the quad that we created in the previous post. The steps involved in this are: Load the texture as an image. Set up OpenGL to use our texture. Modify the Shader for Texture Mapping. Bind the Texture to GPU. Drawing the Quad … Continue reading Texturing the quad
In this series we now have: set up our development environment for OpenGL and created our basic game loop class written a simple shader for drawing a colored quad Complied and Linked the Shader with the program. Next we will create a quad by defining its vertices in the screen space and proceed to draw … Continue reading Create and Draw Our First quad