Ilium VR
As the CTO of Ilium VR, I built our software stack as well as several tools used internally. I also set up and maintained all of the workstations for our team as well as one server that hosted our repositories, a file share, and a CI setup.
Ilium VR was a company that set out to build controllers for VR that would more closely simulate real-world objects than wand controllers would. We started with a rifle that would have realistic recoil, a clip that could be released and pushed back in, and analog tracking on a majority of the inputs.
The level of realism we were aiming for was to be able to pull back the slide and visually check if there was a bullet in the chamber. By our second developer kit, the hardware and software were both capable of doing this, but our provided prefab had a more traditional UI wrapping around the model of the rifle in-game.
The Software Stack
We started off with a custom camera setup that would optically track the gun and fuse sensor data with an on-board IMU. This was long before the existence of the Vive Tracker, and a little while before the Vive Pre was publicly announced. We wanted to be able to update the fusion software independently of any sort of integration into a game or game engine, so I chose to implement this as a background service that would communicate with games or other software that wanted this information.
This was implemented as a Windows service written in C++ that communicated over a named pipe with a C API. There was infrastructure built to allow a quick implementation of the same core code as a Linux daemon using Unix pipes (or even a UDP socket), though it never ended up being used. I will refer to this piece of software as the Runtime.
The C API abstracted all of the communication with Runtime and provided functions to poll for the latest controller + tracking information. All of this data was provided as simple structs. It was designed to be easy to write bindings for in any language that could bind to C. The abstraction of any communcation details also made it easy to drop in whatever backend we wanted, making it so that our partnering game developers wouldn’t have to do anything between releases or new platform support (besides shipping an extra binary for that platform).
The only bindings for the API were in C# (for Unity support), which I wrote.
Our game engine integrations consisted of two parts:
- A plugin/package that integrated with the engine’s input/VR systems
- A simple demo scene or game that uses our plugin
The two engines we supported were Unity and Unreal, with Unity receiving more attention because we had more developers using Unity.
The Runtime also had some extra functionality that proved useful past our custom tracking setup. It hooked into device event notifications so that we could indicate to the user that there was a problem from within the game. Past our first developer kit, I added the ability to flash firmware through the Runtime automatically (the device would put itself into the right mode to flash new firmware).
This lead to the creation of a small tray application we called the Runtime Utility. With this, you could check the status of your device (including firmware version), flash new firmware, test all of the buttons and axes, test force feedback, and restart the service without having to dig through the various menus in Windows to find it. It was written in C# with Winforms.
This was all distributed and installed with NSIS.
Tools & Open Source
More details are available in the Open Source section of my website.
Server Setup
We opted for running a single server locally for a few reasons that boiled down to two reasons:
- We might want to have hardware plugged in for running tests in a CI setup
- The specifics of our office and the software we wanted to run made it a good choice both economically and performance wise.
We picked a very cheap, relatively old server off eBay, threw a few new 2TB drives in it, and installed XenServer. We ran, among other things, a Windows VM with Jenkins on it for CI, a Linux VM with a Samba share, and a pfSense instance that acted as a DNS forwarder an OpenVPN server.