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General changes: - Amended the boot.lua error handling so when an error occurs in the error handler, the inner error is printed before quitting - Silent quit instead of crash if a user implements lovr.errhand but it doesn't return a function Oculus Mobile changes: - The lovr.errhand screen is now correctly invoked for errors that occur inside lovr.draw. Multiple changes were needed to make this work: - Instead of calling renderHelper, which uses lua_call (unsafe as Oculus Mobile does not call renderHelper) the oculus driver gets hold of the Lua ref and lua_pcalls itself. A new lovrHeadsetExtractRenderFn is added to make this possible. - A mechanism is added where if the coroutine resume in boot.lua returns a value, boot.lua treats this as the string returned from luax_getstack and invokes lovr.errhand. - Added a custom atpanic that routes through lovrThrow (since stderr gets eaten). With the draw() changes this should never be encountered, but it's good just in case. In current testing the tracebacks this prints don't seem to be right. - Fix major bug in android_vthrow that meant % codes didn't work in lovrThrow on Android - Nothing to do with errors, but fix getAxis("trigger") |
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README.md |
A simple Lua framework for rapidly building VR experiences.
Inspired by LÖVE, a 2D game framework.
Website | Documentation | FAQ
Features
- Cross-Platform - Runs on Windows, Mac, Linux, Android, and even on the web using WebAssembly and WebVR.
- Cross-Device - Supports HTC Vive, Oculus Touch, Oculus Go, and Windows MR. There's also a keyboard/mouse VR simulator.
- Beginner-friendly - Simple VR scenes can be created in just a few lines of Lua.
- Fast - Writen in C99 and scripted with LuaJIT, includes optimized single-pass stereo rendering.
- Asset Import - Supports 3D models (glTF, FBX, OBJ), skeletal animation, HDR textures, cubemaps, fonts, etc.
- Spatialized Audio - Audio is automatically spatialized using HRTFs.
- 3D Rigid Body Physics - Including 4 collider shapes and 4 joint types.
- Compute Shaders - For high performance GPU tasks, like particles.
- Multiplayer - Includes enet for multi-user VR experiences.
- Umlauts - !!!
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()
lovr.graphics.print('Hello World!', 0, 1.7, -3, .5)
end
Spinning Cube
function lovr.draw()
lovr.graphics.cube('line', 0, 1.7, -1, .5, lovr.timer.getTime())
end
Hand Tracking
function lovr.draw()
controllers = lovr.headset.getControllers()
for _, controller in ipairs(controllers) do
x, y, z = controller:getPosition()
lovr.graphics.sphere(x, y, z, .1)
end
end
3D Models
function lovr.load()
model = lovr.graphics.newModel('teapot.fbx', 'teapot.png')
end
function lovr.draw()
local x, y, z = 0, 0, 0
model:draw(x, y, z)
end
You can also find lots of other WebVR examples on the docs page.
Building
Here's how to compile LÖVR using CMake:
mkdir build
cd build
cmake ..
cmake --build .
For more help, see the Compiling Guide.
Resources
- Documentation: Guides, tutorials, examples, and API documentation.
- FAQ: Frequently Asked Questions.
- Slack Group: For general LÖVR discussion and support.
- Nightly Builds: Nightly builds for Windows.
- Compiling Guide: Information on compiling LÖVR from source.
- Contributing: Guide for helping out with development ❤️
Contributors
License
MIT, see LICENSE
for details.