Do you own a VR headset and have it plugged in? Are you running windows 10? If both is the case, could you try the game on Steam or Oculus Home (it's free anyway) and let me know how that goes?
Basically using C++, the Windows SDK and DirectX 12 as well as a couple of libraries doing some of the work (such as Bullet for physics, OpenAL Soft for audio and both the Oculus SDK and OpenVR for the different VR headsets). There is also some code for Linux and macOS in place as well as some rendering with Vulkan and Metal.
I could write a lot about almost everything involved (window and swap chain creation, render pipeline in general, input, model loading, audio, shadows, multisampling, physics, maths, ...). There actually are some articles on a very outdated website about the engine: http://rayne3d.com/blog many things have changed since then, but some of it still works essentially the same. I also started writing devlogs for my next project on my website (only two so far, as I just got started): http://slindev.com
If you have a more specific question, that would make it easier to answer :)
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I have a bug with this game. When I quit it on my quest 2 It plays Bobby Tennis music and lags.
Blobby is infinitely patient. I am not good at tennis. Thank you for the game! I'm using a Windows Mixed Reality headset.
great game! trying to set it up with VIVE.
It will not open for me, says;
An error occurred while launching Blobby Tennis
application crashed. process exited with code 3221225781
Do you own a VR headset and have it plugged in? Are you running windows 10? If both is the case, could you try the game on Steam or Oculus Home (it's free anyway) and let me know how that goes?
Thanks!
I have tried on both Itch and steam and I have a HTC Vive plugged in but I run Windows 7, Is this the problem?
Unfortunately the game relies on DirectX 12, which requires Windows 10 :(
i use windows 10 22H2
Well if it’s your own then how did you make it?
That's a very open ended question.
Basically using C++, the Windows SDK and DirectX 12 as well as a couple of libraries doing some of the work (such as Bullet for physics, OpenAL Soft for audio and both the Oculus SDK and OpenVR for the different VR headsets). There is also some code for Linux and macOS in place as well as some rendering with Vulkan and Metal.
I could write a lot about almost everything involved (window and swap chain creation, render pipeline in general, input, model loading, audio, shadows, multisampling, physics, maths, ...). There actually are some articles on a very outdated website about the engine: http://rayne3d.com/blog many things have changed since then, but some of it still works essentially the same. I also started writing devlogs for my next project on my website (only two so far, as I just got started): http://slindev.com
If you have a more specific question, that would make it easier to answer :)
the http://rayne3d.com/blog says not secured does not support a HTPS
Iit wants me to read this https://support.google.com/chrome/answer/10468685?visit_id=638563934703268797-3208410445&p=first_mode&rd=1#https-only-mode
What engine did you use to make this?
It's my own ;)