{"action":"created","issue":{"url":"https://api.github.com/repos/libgdx/libgdx/issues/3986","repository_url":"https://api.github.com/repos/libgdx/libgdx","labels_url":"https://api.github.com/repos/libgdx/libgdx/issues/3986/labels{/name}","comments_url":"https://api.github.com/repos/libgdx/libgdx/issues/3986/comments","events_url":"https://api.github.com/repos/libgdx/libgdx/issues/3986/events","html_url":"https://github.com/libgdx/libgdx/issues/3986","id":145472645,"number":3986,"title":"Add basic VR support using the LWJGL3 OpenVR bindings","user":{"login":"me4502","id":546754,"avatar_url":"https://avatars.githubusercontent.com/u/546754?v=3","gravatar_id":"","url":"https://api.github.com/users/me4502","html_url":"https://github.com/me4502","followers_url":"https://api.github.com/users/me4502/followers","following_url":"https://api.github.com/users/me4502/following{/other_user}","gists_url":"https://api.github.com/users/me4502/gists{/gist_id}","starred_url":"https://api.github.com/users/me4502/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/me4502/subscriptions","organizations_url":"https://api.github.com/users/me4502/orgs","repos_url":"https://api.github.com/users/me4502/repos","events_url":"https://api.github.com/users/me4502/events{/privacy}","received_events_url":"https://api.github.com/users/me4502/received_events","type":"User","site_admin":false},"labels":[{"id":11336982,"url":"https://api.github.com/repos/libgdx/libgdx/labels/enhancement","name":"enhancement","color":"84b6eb","default":true}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":11,"created_at":"2016-04-03T09:02:34Z","updated_at":"2016-10-28T07:43:48Z","closed_at":null,"body":"With VR technologies such as the HTC Vive, and the Oculus Rift becoming mainstream, the ability to hook a LibGDX camera to a VR HMD, or track a controller, would allow for LibGDX to be used to create VR games.\r\n\r\nUsage of the OpenVR (SteamVR) bindings is most sensible, as it works on multiple HMDs, rather than Oculus' LibOVR, which is limited to Oculus HMDs at this stage. Also, OpenVR supports room-scale and touch controls, unlike LibOVR.\r\n\r\nThe following are stages that I feel would make sense\r\n\r\n- [ ] A VR Camera. LibGDX 3D camera that is tracked to a HMD, and renders to the VR Compositor. (Possibly even a VR Camera Wrapper to wrap other cameras)\r\n- [ ] VR Touch Controller Input Types\r\n- [ ] Access to room-scale boundaries"},"comment":{"url":"https://api.github.com/repos/libgdx/libgdx/issues/comments/256857379","html_url":"https://github.com/libgdx/libgdx/issues/3986#issuecomment-256857379","issue_url":"https://api.github.com/repos/libgdx/libgdx/issues/3986","id":256857379,"user":{"login":"avatar21","id":626341,"avatar_url":"https://avatars.githubusercontent.com/u/626341?v=3","gravatar_id":"","url":"https://api.github.com/users/avatar21","html_url":"https://github.com/avatar21","followers_url":"https://api.github.com/users/avatar21/followers","following_url":"https://api.github.com/users/avatar21/following{/other_user}","gists_url":"https://api.github.com/users/avatar21/gists{/gist_id}","starred_url":"https://api.github.com/users/avatar21/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/avatar21/subscriptions","organizations_url":"https://api.github.com/users/avatar21/orgs","repos_url":"https://api.github.com/users/avatar21/repos","events_url":"https://api.github.com/users/avatar21/events{/privacy}","received_events_url":"https://api.github.com/users/avatar21/received_events","type":"User","site_admin":false},"created_at":"2016-10-28T07:43:48Z","updated_at":"2016-10-28T07:43:48Z","body":"@Brummi Ah nice and easy way to start"}}
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