Specifications

Part 1
Getting Started
Part 1 of the book introduces you to the Oculus Rift hardware and to virtual reality. We begin
with an exploration of what virtual reality is and why you would want to develop for the Rift.
From there, we move on to an overview of the Rift hardware and how it works. After getting to
know the Rift hardware, we’ll take a look at the different development paths you can take for
creating your Rift application.
One unusual aspect to working with the Rift is that using it can be physically uncomfortable,
as it can sometimes trigger symptoms of motion sickness. To help you have a more pleasant
working experience, Chapter 1 also includes tips on what you can do to deal with motion
sickness. When you are done with Part 1 you will be ready to start building Rift applications
using your chosen development path, either working directly with the C API (Part 2 of this
book) or working with Unity (Part 3 of this book).
©Manning Publications Co. We welcome reader comments about anything in the manuscript - other than typos and
other simple mistakes. These will be cleaned up during production of the book by copyeditors and proofreaders.
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