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Bastiaan Olij | Godot - Navmesh VR Part 2 @BastiaanOlij | Uploaded April 2017 | Updated October 2024, 13 hours ago.
In this second part we tackle lens distortion to complete the rendering of our game.

Link to wikipedia about lens distortion:
en.wikipedia.org/wiki/Distortion_(optics)

Link to cardboard viewer setting website:
wwgc.firebaseapp.com

Source code for this part:

github.com/BastiaanOlij/navmesh-vr/tree/Part2

** important **
I found one critical mistake at the end of the video. When I apply the upscale only to the width of our render texture to work around a shortcoming in Godot 2.0 the aspect ratio of the render texture changes and this effects the frustum size. As a workaround you need to multiply f3 with the aspect ratio twice.
Godot - Navmesh VR Part 2Dev stream 27 - Godotengine OpenXR developmentDev stream 54 - Continuing on our VR drum rhythm gameAdhoc livestream #2, testing audio and doing a bit more work on VRSpace sim update July 19th 2020Dev stream 58 - Creating a bare bones XR demo racing game for GodotGodot VR Weapons tutorial part 4 - animating our gun and adding audioDev stream 40 - Having a bit of fun with the TPS demoDev stream 44 - An alternative setup for CharacterBody3D in Godot VRDev stream 25 - Continuing with our racing gamegodot openvrDev stream 5 - Building a VR space shooter in Godot

Godot - Navmesh VR Part 2 @BastiaanOlij

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