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Lua Virtual Reality Engine
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mcc 684fd77316 Various changes around error reporting to support Oculus Mobile
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")
2018-11-13 16:50:31 -08:00
deps rm deps/freetype submodule; 2018-08-10 18:49:03 -07:00
src Various changes around error reporting to support Oculus Mobile 2018-11-13 16:50:31 -08:00
.appveyor.yml Update .appveyor.yml; 2018-11-11 18:36:36 -08:00
.editorconfig Add .editorconfig 2017-09-18 18:22:37 -07:00
.gitignore rm build folder again; 2018-11-08 12:58:47 -08:00
.gitmodules rm deps/freetype submodule; 2018-08-10 18:49:03 -07:00
.travis.yml .travis; 2018-05-27 19:05:10 -07:00
CMakeLists.txt Update CMakeLists; 2018-11-08 12:56:45 -08:00
CONTRIBUTING.md Update CONTRIBUTING; 2018-11-07 22:49:03 -08:00
LICENSE Update LICENSE; 2018-11-07 22:45:53 -08:00
README.md rm build folder again; 2018-11-08 12:58:47 -08:00

A simple Lua framework for rapidly building VR experiences.

Inspired by LÖVE, a 2D game framework.

Build status Version Slack

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

Contributors

License

MIT, see LICENSE for details.