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LÖVR – A simple Lua framework for rapidly building VR experiences

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Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#12
Somewhat related, I'm trying to convert the Learn OpenGL tutorials [0] to LÖVR [1]. The main goal is to help me (and hopefully others) to understand the changes needed to convert the Open GL shaders to the LÖVR version, as there are some differences.

Not all tutorials are completed yet, this is still a work in progress.

---

[0]: https://learnopengl.com/

[1]: https://github.com/wolf81/lovr-learnopengl

Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#14
How does this compare to something like A-Frame?

It feels like all the VR platforms are quite locked down and funneling users to app stores - so if you want something simple and not performant then a framework that works through the browser would in theory get traction more easily

Tangentially, I also always quite liked the idea of webpages being VR spaces. Has more of a "metaverse" vibe to it

Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#17
post #14

How does this compare to something like A-Frame? It feels like all the VR platforms are quite locked down and funneling users to app stores - so if you want something simple and not performant then a framework that works through the browser would in theory get traction more easily Tangentially, I also always quite liked the idea of webpages being VR spaces. Has more of a "metaverse" vibe to it

You’d be surprised how standardized the VR world is.

At least for pcvr and quest, the OpenXR standard seems to be well adopted

Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#18
post #14

How does this compare to something like A-Frame? It feels like all the VR platforms are quite locked down and funneling users to app stores - so if you want something simple and not performant then a framework that works through the browser would in theory get traction more easily Tangentially, I also always quite liked the idea of webpages being VR spaces. Has more of a "metaverse" vibe to it

If you want something not locked down, try ours! -- https://overte.org/

We're a non-profit, and our code is entirely under the Apache License. Not only nothing is monetized, but the architecture is extremely monetization-unfriendly, and we ripped out what little there was in the original code. Oddly enough the codebase was built by a company with commercial ambitions (High Fidelity), but unsurprisingly failed to make any money.

So we picked that up and are continuing development.

So if you want freedom, I believe we're at the top of the list. Everything is open, nothing is centralized. Not even accounts are required. You can just easily set this up on your own hardware with no outside dependencies and do whatever you want.

Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#19
post #12

Somewhat related, I'm trying to convert the Learn OpenGL tutorials [0] to LÖVR [1]. The main goal is to help me (and hopefully others) to understand the changes needed to convert the Open GL shaders to the LÖVR version, as there are some differences. Not all tutorials are completed yet, this is still a work in progress. --- [0]: https://learnopengl.com/ [1]: https://github.com/wolf81/lovr-learnopengl

[deleted]

Re: LÖVR – A simple Lua framework for rapidly building VR experiences

#20
post #14

How does this compare to something like A-Frame? It feels like all the VR platforms are quite locked down and funneling users to app stores - so if you want something simple and not performant then a framework that works through the browser would in theory get traction more easily Tangentially, I also always quite liked the idea of webpages being VR spaces. Has more of a "metaverse" vibe to it

For openness and simplicity look no further. LOVR is written in C with a hand-built Vulkan engine, and you script your games/apps in Lua. It's that simple. No app-stores, no subscriptions, no web technologies/browsers. You can have a VR "Hello World" in 3 lines of code.
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