fred-dev/ofxOpenVR2

why is this ofxOpenVR2?

Opened this issue · 3 comments

Hey there!

I noticed there are a few extra functions than ofxOpenVR

ofxAddonName2 is generally reserved for when you completely rewrite your own implementation in a way that strongly diverges from ofxAddonName. I was excited because ofxBlahBlah2 often means that somebody looked at the original implementation and decided they could do it much better from scratch.

In this case, it seems that it's a fork with minor additions to the other one.
Why not just fork the original and PR functions back in?

It looks like you've made some good additions (e.g. handling the standalone trackers), whilst keeping most of the code identical to before. I think this would be a good candidate for simply merging with the original (which is a much more popular addon).

Also I can see that you haven't touched this for 3 years (most people haven't touched oF for 3 years I know). So this is more of a curiosity/conversation than an actual call to action.

Thank you for your contributions.

Elliot

Please don't delete it! I know that merging can be complicated and takes time (especially for a project you haven't touched in years)
I'd just add some notes into the readme explaining the differences.

The tool I mostly use for the past couple of years is Fusion 360. I haven't been making projects where computer graphics are present in the output, so my tool choices can be quite different to many creative coders.

I still use oF underneath my Rulr framework for all calibration related tasks. I've made quite a workable world there (which deviates quite a bit from standard oF style). I've been considering migrating Rulr from oF to Unreal for a few reasons (user-base, compiling, interface, graphics), but I haven't made the jump yet.

Wherever possible, I make projects in javascript. node backend + web front-end with relevant libraries, e.g. bootstrap, jquery, three.js, golden layout, plotly, etc.