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- When a memory block was freed, any allocators that were using it need to null out their memory blocks. Otherwise it would just keep using the freed block. - The emergency morgue expunge doesn't work. It would be nice if it did, but if the emergency expunge deletes an object that exists in a command buffer that's still being recorded, it causes all kinds of problems and corrupts the command buffer. You'd either need to submit these command buffers early before deleting the object (this is super tricky) or just prevent this entirely, maybe by growing the morgue infinitely or throwing an error if it fills up. Either way, creating and releasing textures in a loop without submitting work will eventually throw an 'out of memory' error. None of this is satisfactory and I'm not sure how to solve this well yet. - To compromise, increase the size of the morgue a bit so emergency flushes happen slightly less often. |
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Tupfile.lua |
LÖVR
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.
Homepage | Documentation | FAQ
Features
- 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.
Getting Started
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:
Hello World
function lovr.draw(pass)
pass:text('Hello World!', 0, 1.7, -3, .5)
end
Spinning Cube
function lovr.draw(pass)
pass:cube(0, 1.7, -1, .5, lovr.timer.getTime())
end
Hand Tracking
function lovr.draw(pass)
for _, hand in ipairs(lovr.headset.getHands()) do
pass:sphere(vec3(lovr.headset.getPosition(hand)), .1)
end
end
3D Models
function lovr.load()
model = lovr.graphics.newModel('model.gltf')
end
function lovr.draw(pass)
pass:draw(model, x, y, z)
end
More examples are on the docs page.
Building
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.
Resources
- 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.
Contributors
License
MIT, see LICENSE
for details.