Occulus | standalone web based administrator console for EverQuest | Runtime Evironment library

 by   Akkadius JavaScript Version: v2.1.0 License: GPL-3.0

kandi X-RAY | Occulus Summary

kandi X-RAY | Occulus Summary

Occulus is a JavaScript library typically used in Server, Runtime Evironment, Nodejs applications. Occulus has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A standalone web based administrator console for EverQuest Emulator servers
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            kandi-support Support

              Occulus has a low active ecosystem.
              It has 15 star(s) with 6 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 4 have been closed. On average issues are closed in 4 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Occulus is v2.1.0

            kandi-Quality Quality

              Occulus has no bugs reported.

            kandi-Security Security

              Occulus has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Occulus is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Occulus releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            Occulus Key Features

            No Key Features are available at this moment for Occulus.

            Occulus Examples and Code Snippets

            No Code Snippets are available at this moment for Occulus.

            Community Discussions

            QUESTION

            Portable Virtual Reality development toolkits - what are the differences?
            Asked 2019-Mar-18 at 12:22

            I'm exploring the possibilities for development in VR for a project I already did in UWP with C#. I don't expect to cut and paste it in Unity, don't worry, I'm fully aware it's much more complex than this. So I'm doing it in C# using Unity and would like to be able to port the application on the Gear VR/Occulus platform, Google Daydream as well as the Mixed Reality.

            However, as I painfully found out numerous time, choosing the wrong development kit and realizing later that it's a dead-end is an enormous waste of time. But I can't seem to find a good explanation of the various libraries options (e.g. Mixed Reality Toolkit, OpenVR, Vuforia) that would allow me to chose a path.

            Anobody could point me to a good technical document outlining the benefits and limits of each approach?

            Thanks!

            ...

            ANSWER

            Answered 2019-Mar-18 at 12:22

            Mixed Reality Toolkit claims or at least has the goal in the future to support all platforms or at least the most common ones.

            Ones like Oculus, HoloLens/UWP, HTC Vive etc will very probably be among them as they state on MixedRealityToolkit-Unity

            Support a wide audience, allowing solutions to be built that will run on multiple VR / AR / XR platforms such as Mixed Reality, Steam/Open VR.

            If this is fully the case already and if your specific target devices will be supported I can't tell. Until now you had/have to use a different SDK for each platform you want to use. But you can at least code your components more like interfaces and in a way that makes exchanging the SDK later easier.

            Source https://stackoverflow.com/questions/55220302

            QUESTION

            How to disable tracking position in Aframe
            Asked 2018-Mar-23 at 11:42

            Try to disable tracking position on occulus, don't find any doc on it.

            I've search postionnal tracking, but nothing in aframe

            https://github.com/aframevr/aframe/search?utf8=%E2%9C%93&q=tracking&type=

            Maybe with THREE.JS?

            ...

            ANSWER

            Answered 2018-Mar-20 at 16:07

            This is not possible using any built-in A-Frame components, as of 0.8.0. What you're probably looking for is the look-controls component, which handles mouse and headset rotation/position.

            look-controls documentation

            There is an option to disable HMDs entirely, but none for just turning off position. You could request the feature or create your own version of look-controls, but I would be hesitant about that — it will make VR experiences much less comfortable for HMD users.

            Source https://stackoverflow.com/questions/49387640

            QUESTION

            How to run chromium on the the occulus rift dk2 screens?
            Asked 2017-Feb-01 at 14:55

            I have a Occulus DK2. I'm using the newest occulus app 1.1 from the official website. The occulus is working great, I am in the standard room you get spawned in and I can launch the dreamdeck demo and everything works. Now I followed the instructions on how to use the experimental chromium build here, but chromium shows up on my default pc monitor, instead of the occulus. How do I see the webbrowser on the occulus? What I did is download the browser, enable the two settings that are specified and then start the browser. Is there something more I need to do?

            ...

            ANSWER

            Answered 2017-Jan-13 at 11:20

            Perhaps a stupid question, but did you run anything using WebVR? A WebVR enabled browser means that it supports VR content, not that it renders normal content in a floaty VR window.

            Try a demo from WebVR.info.

            Source https://stackoverflow.com/questions/41618444

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Occulus

            As of this writing the admin launcher is not included with the server installer, but there is plans for it to be. In order to install this admin panel you'll need to download a Windows or Linux release from Releases.

            Support

            If you want to contribute to the admin panel, please submit Pull Requests. Occulus is open source, built to help others in the EverQuest Emulator community. If you use this admin panel, please remember to contribute back to the community in whichever way that you can.
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            CLONE
          • HTTPS

            https://github.com/Akkadius/Occulus.git

          • CLI

            gh repo clone Akkadius/Occulus

          • sshUrl

            git@github.com:Akkadius/Occulus.git

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