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[V0.2] Gmhydra - Razer Hydra Support For Gamemaker


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#1 blackhawkrobbo

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Posted 26 August 2013 - 05:09 PM

Hi guys!

After implementing the Oculus Rift for Game Maker, it was time to implement Razer Hydra support. And so I did.

Just like GMOculus, this project is open-source. We're still working on the website, but you can find the source code here:

https://github.com/RobQuistNL/GMHydra

Latest GMZ: https://github.com/R...ter/GMHydra.gmz
Demo video: http://youtu.be/PqIVxAtAMNI

This project includes;

  • A simple Game-Maker example that implements the Hydra wrapper DLL.
  • The wrapper DLL (Because Game Maker can't handle datatypes and reference variables etc.)
  • The source-code for the wrapper DLL (Visual C++ - Made in Visual Studio 2010)

Shoot in bugs / feature requests here: https://github.com/R.../GMHydra/issues
Ofcourse you can also help fix some requests / issues there.

Stuff to come:

  • Working buttons
  • A better and smoother rotation tracking code.
  • Making this a simple GMZ / GEX
  • Combining the GMZ / GEX with the Oculus
  • Create a kick-ass demo for the Oculus / Hydra.

Version History:

 

V0.1 - A buggy but working version of GMHydra

V0.2 - A less buggy version, can actually be used in a game!

- I've improved the rotation matrix script, the DLL now spurts out Pitch Roll and Yaw much better. Also there was a bug that didn't show the Hemisphere tracking / filtering (the getters didn't work).

- Improved some DLL code

- Removed old code from GMX

- Added a 2D testsuite (for the rotation issues)

- Added a hydra model, so you know how to make your models to fit the hydra's feel

- Calibration technique updated

 

Let me know how you guys think about it!


Edited by blackhawkrobbo, 06 January 2014 - 08:58 PM.

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#2 blackhawkrobbo

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Posted 28 August 2013 - 11:34 PM

Combine this and GMOculus and you get this... A sneak preview of an upcoming demo;

Spoiler

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#3 Debels

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Posted 29 August 2013 - 02:26 AM

Looks interesting, I never heard of this hydra controller, I might just buy the controllers to test around with it xD


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"Give a man a fish, and you feed him for a day; show him how to catch fish, and you feed him for a lifetime."

(Chinese axiom)


#4 Indecom4000

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Posted 29 August 2013 - 07:50 AM

They hydra is the best controller i've ever used and i honestly cant wait to get mine out of storage. I miss it greatly.


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#5 lordvtp

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Posted 29 August 2013 - 08:21 AM

My experiences with the hydra are mixed, but its a must have for the oculus.
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lord5.png

 


#6 blackhawkrobbo

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Posted 29 August 2013 - 10:14 AM

My experiences were mixed too. Until i made this DLL. I've made my own calibration part (in GML :) ). You need to calibrate quite some points (hands in the air, controllers on floor, controllers on eye-height, and 4 other points) - but after that calibration part.. Wow. It works better than in the demo's!

I just need to tweak the rotation.. If someone knows how to get a proper Pitch / Yaw / Roll out of a 3x3 matrix or quatinion values, that would be great! My guess is that im using wrong calculations on the values i get back from the Hydra.

Edited by blackhawkrobbo, 29 August 2013 - 10:15 AM.

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#7 Coolflow

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Posted 08 September 2013 - 04:45 PM

I think it's so cool how you guys are adding support to these pieces of hardware. 


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#8 alexandervrs

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Posted 18 September 2013 - 07:28 AM

This is awesome, makes me wish I had enough money to get all these devices and add support for every single one of them. x)

My only setback would be that they are Windows-only but I suppose this will change in the future depending on the success of VR.


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#9 blackhawkrobbo

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Posted 18 September 2013 - 01:21 PM

Indeed. Perhaps the only other interesting platform would be Linux / Mac (since the hardware supports that too) but what VR gamer has Linux / Mac? I guess that using this on windows covers 99% of the VR Hardware users.
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#10 blackhawkrobbo

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Posted 06 January 2014 - 08:58 PM

There we go! Version 0.2. This one might be good for use in a production game.

 

Changes:

- I've improved the rotation matrix script, the DLL now spurts out Pitch Roll and Yaw much better. Also there was a bug that didn't show the Hemisphere tracking / filtering (the getters didn't work).

- Improved some DLL code

- Removed old code from GMX

- Added a 2D testsuite (for the rotation issues)

- Added a hydra model, so you know how to make your models to fit the hydra's feel

- Calibration technique updated

 
 
Have fun!

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#11 blackhawkrobbo

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Posted 08 September 2014 - 10:58 AM

I will probably create a marketplace asset for this soon.
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#12 GrixM

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Posted 28 October 2014 - 04:19 PM

Will this work out of the box with the new sixense STEM controllers?


Edited by GrixM, 28 October 2014 - 04:19 PM.

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#13 blackhawkrobbo

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Posted 28 October 2014 - 05:35 PM

It should. its built on the Sixense SDK, and should support the STEM controllers. Allthough im fairly sure that they will release a new SDK and that i'll need to update it.

But i plan on making it work - allthough maybe i'll spend my 600$ on this instead of the STEM system.
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