From 42316edb95d328edd22cc89bf07db3a9082fddde Mon Sep 17 00:00:00 2001 From: Mamadou Babaei Date: Tue, 24 Oct 2023 17:53:09 +0200 Subject: [PATCH] update the list of planned features and their completion status --- README.md | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 7689e74c..991ded5f 100644 --- a/README.md +++ b/README.md @@ -60,8 +60,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an - [X] DK 1 Support - [X] Nova 1 Support - [ ] Nova 2 Support -- [X] Support for Microsoft Windows and GNU/Linux as a development platform. -- [X] Support for Microsoft Windows, GNU/Linux x64, GNU/Linux AArch64, and Android as a deployment platform. +- [X] Support for Microsoft Windows as a development platform. +- [X] Support for GNU/Linux as a development platform. +- [X] Support for Microsoft Windows as a deployment platform. +- [X] Support for GNU/Linux x64 as a deployment platform. +- [X] Support for GNU/Linux AArch64 as a deployment platform. +- [X] Support for Android as a deployment platform. - [X] Support for Oculus Quest 2 and Oculus Quest Pro. - [X] Support for HTC VIVE Pro and HTC VIVE Focus 3. - [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers. @@ -79,12 +83,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an - [ ] Get tracking input from sources other than a SenseGlove device. - [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc). - [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line). -- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog) +- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog). - [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic). - [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables). - [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place). - [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands. -- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering) +- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering). ## Directory Structure @@ -272,4 +276,4 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the [MIT ### Third-Party Licenses -Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please. +Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please. \ No newline at end of file