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Top 23 virtual-reality Open-Source Projects
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SurveyJS
Open-Source JSON Form Builder to Create Dynamic Forms Right in Your App. With SurveyJS form UI libraries, you can build and style forms in a fully-integrated drag & drop form builder, render them in your JS app, and store form submission data in any backend, inc. PHP, ASP.NET Core, and Node.js.
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Bullet
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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nn_vis
A project for processing neural networks and rendering to gain insights on the architecture and parameters of a model through a decluttered representation.
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open-brush
Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush
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PumkinsAvatarTools
A toolbox for easily setting up VRChat avatars in Unity. Adds functionality to the editor and automates some of the tedious tasks.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
Regarding the optimization of the effect, I found an issue on the three.js GitHub repository: https://github.com/mrdoob/three.js/issues/14104 The alpha channel issue seems to be a difficult problem, which has been present since 2018. At the end of the discussion, a solution proposed by a contributor is not to modify the UnrealBloomPass but to blend the source texture and target texture in the shader.
I looked at it seriously for content authoring but gave it up.
The big problem is you cannot import images, textures, 3-d models and such from ordinary tools. You have something like constructive solid geometry to work with but only so much and there is a slider you can use to set the number of players and the more players the less geometry you can use.
I want to make worlds based in photographs (particularly pano and stereo) and art. McDonalds needs to put a Coca-Cola logo on the side of the cup. Either way it is a non-starter.
HW supports collaboration (more than one person shares the world) but https://aframe.io/ lets me make the content I want. If I have to choose one or the other I am going to pick the second.
My take on Meta Quest is that it seems highly successful as a gaming environment based on an app store but is skews towards single-player experiences. Like a lot of AAA games, the excellent Asgard’s Wrath 2 has some multiplayer tacked on but it is all meaningless like leaderboards and the occasional ghost that shows up in a procedurally generated dungeon.
Of course, Meta wants to make multiplayer experiences but somehow they just can’t do it.
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
10 × PlayCanvas Personal plan for 12 months
Project mention: Is there a no bull VR headset that isn't the Valve Index? | /r/virtualreality | 2023-10-07Only thing that comes to mind is this open source printable headset but I hope there's a simpler purchasable unit.
I'm talking about WebXR, which is for some reason the name of the standard developed by W3C.
"As such it may seem like WebXR and OpenXR have a relationship like WebGL and OpenGL, where the web API is a near 1:1 mapping of the native API. This is not the case with WebXR and OpenXR, as they are distinct APIs being developed by different standards bodies."
from https://github.com/immersive-web/webxr/blob/master/explainer...
Project mention: UEVR – Transform [Existing] Unreal Engine Games into VR Experiences | news.ycombinator.com | 2024-01-12
Project mention: I just ordered a quest 2 what game should i experience first (free im broke now that i bought it but i plan on getting resident evil 4 remake) | /r/VRGaming | 2023-12-09Yeah the VR mode is unfortunately exclusive to PlayStation. There is a VR mod for older RE games, but it doesn’t support RE4.
Project mention: Is there a cross-platform graphics library that can run without X or wayland that runs on the BSD's bare-metal? | /r/BSD | 2023-12-08Something like this ? https://arcan-fe.com/
Project mention: Squarespace Enters Definitive Agreement to Acquire Google Domains Assets | news.ycombinator.com | 2023-06-16Wasn’t developed in-house.
Open sourced 3 years ago. https://openbrush.app
you can use Pumkin's Avatar Tools https://github.com/rurre/PumkinsAvatarTools
virtual-reality related posts
- Implementing Bloom Effect with Mapbox and Three.js
- JPEG XL Is a Stupid Name
- Things you should know before learning Three.js
- JavaScript 3D Library
- UEVR – Transform [Existing] Unreal Engine Games into VR Experiences
- Transform Unreal Engine games into 6DOF VR experiences with minimal effort
- Programación 3D con JavaScript - parte 3
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A note from our sponsor - SurveyJS
surveyjs.io | 24 Apr 2024
Index
What are some of the best open-source virtual-reality projects? This list will help you:
Project | Stars | |
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1 | three.js | 98,752 |
2 | A-Frame | 16,166 |
3 | Bullet | 11,886 |
4 | engine | 9,105 |
5 | Relativty | 6,323 |
6 | webxr | 2,922 |
7 | UEVR | 2,533 |
8 | REFramework | 2,531 |
9 | viro | 2,231 |
10 | ipyvolume | 1,907 |
11 | lovr | 1,646 |
12 | arcan | 1,491 |
13 | aframe-react | 1,399 |
14 | android-3D-model-viewer | 1,386 |
15 | networked-aframe | 1,137 |
16 | nn_vis | 1,042 |
17 | unity-webxr-export | 962 |
18 | webxr-samples | 946 |
19 | StereoKit | 924 |
20 | OpenXR-SDK | 819 |
21 | OculusQuestMixedRealityForiOS | 772 |
22 | open-brush | 740 |
23 | PumkinsAvatarTools | 695 |
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