Lua Virtual Reality Engine
Go to file
bjorn eb1e257209 Add new array implementation; Upgrade filesystem;
Filesystem:

- Uses streaming file IO.
- Uses less memory when requiring files.
- Simplifies its require path implementation.
2019-06-16 13:30:30 -07:00
deps Switch to a fork of LuaJIT that supports android; 2019-05-21 00:26:21 -07:00
src Add new array implementation; Upgrade filesystem; 2019-06-16 13:30:30 -07:00
.appveyor.yml appveyor: Only build on master; 2018-11-19 08:23:43 -08:00
.editorconfig Add .editorconfig 2017-09-18 18:22:37 -07:00
.gitignore Add tup build system; 2019-06-10 04:06:22 -07:00
.gitmodules Switch to a fork of LuaJIT that supports android; 2019-05-21 00:26:21 -07:00
.travis.yml .travis; 2018-05-27 19:05:10 -07:00
CMakeLists.txt Add new array implementation; Upgrade filesystem; 2019-06-16 13:30:30 -07:00
CONTRIBUTING.md Update CONTRIBUTING with folder structure changes; 2019-05-20 11:14:56 -07:00
LICENSE Year; 2019-01-10 14:13:13 -08:00
README.md Update README; 2019-05-31 17:45:11 -07:00
Tupfile Add tup build system; 2019-06-10 04:06:22 -07:00
Tuprules.tup tup: Custom CFLAGS/LDFLAGS, fix THREAD_MODULE config; 2019-06-11 19:58:33 -07:00
tup.config tup: Custom CFLAGS/LDFLAGS, fix THREAD_MODULE config; 2019-06-11 19:58:33 -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, and even on the web using WebAssembly and WebVR.
  • Cross-Device - Supports HTC Vive, Oculus Touch/Go/Quest, Windows MR, and includes 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, 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 and 4 joint types.
  • Compute Shaders - For high performance GPU tasks, like particles.
  • Multiplayer - Includes enet for multi-user VR experiences.

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 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.org: 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.