This is an experimental port of LÖVE I started that is geared towards virtual reality. The main goal is to provide an alternative to some of the bigger engines when it comes to making VR games, and to allow people to use the wonderful LÖVE API to do so. I'm also using it as a fun project to learn more about engine/graphics development . Right now the following is supported:
- Rendering to each eye of the headset automatically
- Getting pose information for the headset and controllers
- Getting input state for the Vive controllers and triggering haptic feedback
- Playing audio, spatialized using HRTFs and the headset's pose.
- 3D models with textures and normals (most 3D file formats are supported)
- 3D graphics primitives (points, lines, triangles, planes, and cubes)
- Skyboxes (equirectangular panoramas, cube maps)
- Custom shaders
- Fairly complete port of Mesh for rendering arbitrary textured geometry
- Most of the graphics state functionality with additions for 3D (3D matrix stack, depth test, backface culling)
- Filesystem IO
- Font rendering
Notably, it currently doesn't support:
- Headsets that don't support OpenVR
- Keyboard/Mouse
The project compiles on Windows/OSX with CMake and is available on Github:
https://github.com/bjornbytes/lovr
LÖVR - a LÖVE-like engine for virtual reality
- bjornbytes
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LÖVR - a LÖVE-like engine for virtual reality
Last edited by bjornbytes on Wed Mar 15, 2017 2:12 am, edited 6 times in total.
Re: LÖVR - a LÖVE-like engine for virtual reality
Don't have a Vive, but that's pretty cool!
How does it perform? GIFs?
How does it perform? GIFs?
Re: LÖVR - a LÖVE-like engine for virtual reality
Very exciting it!
- bjornbytes
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Re: LÖVR - a LÖVE-like engine for virtual reality
Here's a video with a bunch of cubes: https://twitter.com/bjornbytes/status/7 ... 2998105088undef wrote:Don't have a Vive, but that's pretty cool!
How does it perform? GIFs?
The code for that was pretty simple:
Code: Select all
function lovr.draw(eye)
lovr.graphics.setColor(80, 0, 160)
for x = -4, 4 do
for y = -4, 4 do
for z = -4, 4 do
lovr.graphics.cube('fill', x + .5, y, z, .2)
end
end
end
end
Performance seems pretty good so far. Most drawing operations are just drawing a VBO with a handful of vertices, although everything is rendered twice (once for each eye). There are a lot of smaller optimizations I'd like to make, but right now I'm focusing more on getting additional functionality done.
- Ranguna259
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Re: LÖVR - a LÖVE-like engine for virtual reality
Awesome !
Any thoughts on model animations ?
Any thoughts on model animations ?
- kicknbritt
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Re: LÖVR - a LÖVE-like engine for virtual reality
O_O omg this is really cool! keep it up!
"I AM THE ARBITER!!!" *Pulls out Energy sword and kills everything*
Re: LÖVR - a LÖVE-like engine for virtual reality
Well... at least we can add
some Nintendo 3DS depth effect into 2d games ^__^
some Nintendo 3DS depth effect into 2d games ^__^
Our LÖVE Gamedev blog Zabuyaki (an open source retro beat 'em up game). Twitter: @Zabuyaki.
LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua
LÖVE & Lua Video Lessons in Russian / Видео уроки по LÖVE и Lua
Re: LÖVR - a LÖVE-like engine for virtual reality
But why didn't you use existing framework and patch it to work in 3d and VR?
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