3 ms·
StereoKit seems like straight up cut to the fun. In my little free time all the other VR & MR platforms have so much cruft. Unity, endless configuration. Unreal
by creativenolo 4y ago
StereoKit seems like straight up cut to the fun. In my little free time all the other VR & MR platforms have so much cruft. Unity, endless configuration. Unreal, clone an fork of it and build it. Please I want to play & occasionally teach.
Any plans for AR support?
- koujaku 4y agoStereoKit was initially created with HoloLens 2 in mind, so it does plenty of AR! Also works on a North Star on Linux, as well as Varjo and Quest's passthrough AR. The only catch there is it doesn't do phone based AR like AR Core/Kit. Maybe someday, but for now StereoKit is focused on OpenXR compatible devices.
- creativenolo 4y agoThanks for the reply (and great work on Stereokit) I was bucketing HL, Quest pass through, etc as MR and AR as being phone/screen based. For example, I have been impressed by MRTK's AR support as a potential XR(?) framework (but Unity and the setup is the chore for experimentation) Hypothetical on the "someday", are OpenXR and WebXR related? As in, could WebXR enable StereoKit to be AR "someday" before ARCore/Kit?
- koujaku 4y agoHaha, thanks! The terminology gradient gets pretty wild sometimes :) On the "Someday" side of things, we have been actively working on WASM/WebXR support for StereoKit! It's a bigger feature that may still take some time, but the Simulator already runs in a browser from the C side, with the C# side mostly working. WebXR comes after that, and I've done some proof-of-concept work there to make sure it's feasible, which it totally is!
- creativenolo 4y agoAmazing. Just noticed I missed WASM in the github README (as I sit down to clone it). This all sounds super exciting.
- dTal 4y agoI can recommend LÖVR as another "cut to the fun" VR framework. It's even easier to work with than StereoKit; no dependencies, just a binary. You program it in Lua. https://lovr.org/ https://lovr.org/