• # The V-aRms Race Has Begun: VIVE Drops Price $200 GameDev Unboxed ## This is only the beginning, VRm I right? Not unlike an arms race, the VR price war has only begun. Who has the best Equipment? Early this Summer, Oculus had a massive sale on their device, the Oculus Rift, ending in a permanent price drop. HTC is now following suit, cutting out the sale, dropping the price altogether on their Vive Head-Mounted Display. Yesterday, The HTC Vive took a hefty slash in price, dropping from their$799 price tag, down to $599. This comes as no surprise after the Oculus Rift dropped down to$399 earlier this Summer on sale. At the end of the sale, the price raised back up to $499 as the final price,$100 less than previous to the sale.

The HTC Vive comes with plenty of their worth for the price, too. Along with the head-mounted display, accessories include two wireless controllers, two bases stations, comfort-related materials, and everything purchasers need to get going (cords, etc.). Additionally, the system comes with Google Tilt Brush, Everest VR, and Richie’s Plank Experience as promotional content, as well as one-month subscription to Viveport.

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The purpose of this is to get me started in a direction as far as knowing what to look at or evaluate.  I need either a library, or an engine.  I could consider cannibalizing source to make something custom, if necessary.  A few things:
- Open source, and/or free.
- 2D.
- Realtime.
- At a minimum I will need collision detection.  I may go full-bore physics, but it won't need to be super-fancy - e.g. complicated joints, rag doll dynamics, etc. - it would just need to be basic collision physics.
- As for platforms, no Microsoft, no .NET, no C#, etc.  Also, it would need to be either OpenGL, or something like that which is 'standard' and freely available.  At a minimum, this would run on Linux, preferably FreeBSD.
- Would prefer non-Java.  If I'm having to compile something, or link into some library, best would probably be C/C++.
- This is important.  I need something parallelizable.  Meaning, I would like to run a bunch of 'whatever' I will be using (engines or whatever) on multiple cores, possibly even multiple machines, and I would like them to ALL tackle the SAME problem.  Just think of some big simulation, with multiple processors producing the simulation.
- Performance is a concern.
- I don't know how hardware acceleration factors into this, if at all.  I know it is generally used for the graphics.  But here, my concern is the collision resolution, and possibly the physics, but not the graphics at this juncture.  So, you tell me.

• Hello,
We are the small team ,which searching for coder in unity C#.
Because ,we need free hands to our project.
Project genre is space sim 2d.Sems like Freelancer or Space Impossible.You can be in sandbox or you can complite missions.We had made sems like 50-60% of prototype ,which we will send to itch.io . More info in our discord .
Payments:revshare
The end of project:early 2019
If you interested team Discord:
https://discord.gg/f3dXzFn
Write to Scoutrooper.
• By chuffrey
I need advice or tutorial links from anybody that wants to help, but I'm trying to make a game using UWP, DirectX, and C++, because I need it to be able to upload to the Xbox Creators Program, https://www.xbox.com/en-US/developers/creators-program.

Judging by the responses and the information that I have received, I have decided to try and use C# to make a game using UWP and DirectX, considering my past experience and the similarities between Java and C# far surpass the ones between Java and C++.
Thanks for all of the helpful responses!