Hi there ๐, I'm Ben - aka bnlrnz
- ๐ฑ Iโm currently learning Rust
- ๐ฏ Iโm looking to collaborate on C, C++, C#, Python and Kotlin projects
Unreal Engine 4 Plugin for running Unreal Engine in a CAVE (distributed rendering)
License: MIT License
Make the VRPNController an Actor and let the user place it in the level.
Currently the VRPNControllers are part of the CaveControllerActor and receive information from it.
Other actors add Callbacks to the VRPNControllers via accessing them by the CaveControllerActor.
The CaveController could get a method like GetVRPNController(FString Name) which returns a specific VRPNController from the scene or null if there is none.
There is a problem with flickering meshes because of our weird view frustums.
If you multiply the boulding box extents of static meshes by a huge number, the flickering goes away.
Is there a better solution?
VRPN is currently hardly entangled with the plugin.
The plugin will link against a static VRPN library which is currently only compiled and provided for linux.
We should make VRPN optional or and provide static VRPN libs for all relevant platforms.
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