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Not even close to being the same thing. On android there's a common codebase that it's guaranteed to be there for all devices even if you have to add a couple of additional layouts for the odd cases, which it's what it mostly comes down to in this day and age. The same can't be said for VR right now.



It's not like there's a lot of freedom on how to express headset orientation. Every headset so far provides a quaternion you can poll. The word from developers like Northway Games with Fantastic Contraption is that even hand-motion controllers like the Vive and Oculus Touch are providing nearly identical interfaces.

No, you won't have literal one-to-one code, at least outside of WebVR. But I highly doubt porting is going to be that hard.

If anything, because you have to do the graphics on your own, there is an even greater chance of successfully building cross-platform systems. At the end of the day, it's all just GLSL.




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