I got the idea for this project from the following repo: https://github.com/s-macke/VoxelSpace Instead of implementing the software rendering algorithm, I instead chose to convert the heightmap to a mesh, which would give me more flexibility in VR where the user can turn their head in any direction.
I was interested writing the Quest application in C with touching as little Java code as possible. I
found the following repo: https://github.com/makepad/hello_quest helpful in understanding how to setup
the build process. I converted the build process to use CMake in order to more easily generate compile_commands.json
for language server integration.
See the releases for an APK you can install onto your Oculus Quest if you want to see the project without building.
Input | Action |
---|---|
Analog Stick | Move and strafe |
X | Toggle camera height auto adjusts to terrain |
Left Trigger | Decrease world size |
Input | Action |
---|---|
Analog Stick | Rotate left/right |
A | Move down |
B | Move up |
Right Trigger | Increase world size |
It may compile with newer versions of the SDK, but this is the version I use
https://developer.oculus.com/downloads/package/oculus-mobile-sdk/1.29.0/
Download the SDK and set the environment variable OVR_HOME
to it's location
####Android SDK