Lua Virtual Reality Engine
Go to file
bjorn af8f650a07 Make map_t size deterministic;
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.
2022-06-14 16:52:19 -07:00
deps Upgrade to OpenXR 1.0.23; 2022-05-27 21:14:39 -07:00
etc Allow passing a file to lovr; 2022-04-28 17:36:05 -07:00
src Make map_t size deterministic; 2022-06-14 16:52:19 -07:00
.gitignore Tweak gitignore; 2021-07-19 00:02:10 -07:00
.gitmodules rm pico; 2022-03-22 16:03:21 -07:00
CMakeLists.txt CMake: always move libraries; 2022-06-02 20:27:35 -07:00
LICENSE Year; 2022-01-01 02:08:46 +02:00
README.md Compile as C11 instead of C99; 2022-03-20 01:44:18 -07:00
Tupfile.lua Compile miniaudio without pedantic; 2022-04-19 22:45:17 -07:00

README.md

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.

Build status Version Slack

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()
  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()
  for _, hand in ipairs(lovr.headset.getHands()) do
    lovr.graphics.sphere(vec3(lovr.headset.getPosition(hand)), .1)
  end
end

3D Models

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.

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.