Currently, the amount of memory allocated for a map can sometimes be different depending on whether it was allocated with an initial capacity or the items were added iteratively. This causes problems for people that want to copy data between maps that have the same number of elements. Now, the size of a map will always be the same for a given number of elements, regardless of how the elements are added. Plus this gets rid of the weird prevpo2 function. Yay.
|3 weeks ago|
|deps||1 month ago|
|etc||2 months ago|
|src||3 weeks ago|
|.gitignore||12 months ago|
|.gitmodules||3 months ago|
|CMakeLists.txt||1 month ago|
|LICENSE||6 months ago|
|README.md||4 months ago|
|Tupfile.lua||3 months ago|
A simple Lua framework for rapidly building VR experiences.
You can use LÖVR to easily create VR experiences without much setup or programming experience. The framework is tiny, fast, open source, and supports lots of different platforms and devices.
- Cross-Platform - Runs on Windows, Mac, Linux, Android, WebXR.
- Cross-Device - Supports Vive/Index, Oculus Rift/Quest, Pico, Windows MR, and has a VR simulator.
- Beginner-friendly - Simple VR scenes can be created in just a few lines of Lua.
- Fast - Writen in C11 and scripted with LuaJIT, includes optimized single-pass stereo rendering.
- Asset Import - Supports 3D models (glTF, OBJ), skeletal animation, HDR textures, cubemaps, fonts, etc.
- Spatialized Audio - Audio is automatically spatialized using HRTFs.
- Vector Library - Efficient first-class support for 3D vectors, quaternions, and matrices.
- 3D Rigid Body Physics - Including 4 collider shapes, triangle mesh colliders, and 4 joint types.
- Compute Shaders - For high performance GPU tasks, like particles.
It's really easy to get started making things with LÖVR. Grab a copy of the executable from https://lovr.org/download,
then write a
main.lua script and drag its parent folder onto the executable. Here are some example projects to try:
function lovr.draw() lovr.graphics.print('Hello World!', 0, 1.7, -3, .5) end
function lovr.draw() lovr.graphics.cube('line', 0, 1.7, -1, .5, lovr.timer.getTime()) end
function lovr.draw() for _, hand in ipairs(lovr.headset.getHands()) do lovr.graphics.sphere(vec3(lovr.headset.getPosition(hand)), .1) end end
function lovr.load() model = lovr.graphics.newModel('model.gltf') end function lovr.draw() model:draw(x, y, z) end
You can try more examples in your browser on the docs page.
You can build LÖVR from source using CMake. Here are the steps using the command line:
mkdir build cd build cmake .. cmake --build .
See the Compiling Guide for more info.
- Documentation: Guides, tutorials, examples, and API documentation.
- FAQ: Frequently Asked Questions.
- Slack Group: For general LÖVR discussion and support.
- Matrix Room: Decentralized alternative to Slack.
- Nightly Builds: Nightly builds for Windows.
- Compiling Guide: Information on compiling LÖVR from source.
- Contributing: Guide for helping out with development 💜
- LÖVE: LÖVR is heavily inspired by LÖVE, a 2D game framework.
LICENSE for details.