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Description
Do some of what is suggested in the comment. Simplify VrSdk to make further refactoring and development easier.
//
// The VrSdk is an abstraction over the actual VR hardware and SDK. It is responsible for:
//
// * Initializating the VR system, cameras, controllers and associated state.
// * Providing hardware- and SDK-specific controls via a non-specific interface.
// * Providing abstract access to events sent from the SDK.
// * Exposing an interface to query Hardware and SDK capabilities.
//
// TODO: In its current form, the VrSdk is monolithic, though it should ultimately be
// broken out into hardware- and SDK-specific modules, which can be loaded and unloaded at startup
// or build time.
//
// - Distribution
// - Build
// - SDK
// * Platform - Win32/64, Android, iOS.
// * Options
// * Experimental
// * Config
// * Develop
// * Profile
// * Release
// - Device
// - Overlay
// - Controller
The structure above is more modular. If there is a "distribution" above the SDK then the architecture can be specialised for a target store/platform, e.g. Store features/analytics/content. Additionally, multiple SDKs could be used for target builds whilst the OpenXR complications sort themselves out.
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maintenanceUpgrades etc.Upgrades etc.
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Status
Todo