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Top 23 Xr Open-Source Projects
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InfluxDB
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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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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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AR-VR-Guide
A guide covering Augmented Reality (AR), Virtual Reality (VR), Mixed Reality(MR), and Extended Reality(XR). Including headsets such as Apple Vision Pro, HoloLens, PlayStation VR, and Quest 3.
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hearth
Shared execution environment for constructing 3D virtual spaces from the inside. (by hearth-rs)
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etherealengine-control-center
One stop solution for all your Metaverse needs. A desktop app for managing Ethereal Engine cluster. 🤖 🚀 🚀 🚀 👓
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MagicLeapUnityExamples
This project contains Examples for the Magic Leap Unity SDK and has been configured so developers can start developing for the Magic Leap platform quickly.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Project mention: Is it possible to use the new Input System in version 2017.1.2.p3? | /r/Unity3D | 2023-06-26
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
Vircadia is an open source (Apache 2.0) metaverse ecosystem consisting of a high performance real-time server architecture (C++), web SDK (TS), and web client (TS).
It’s a dream compared to UE. I tried on and off over a couple years to power through building some toy VR apps in UE and was never really able to make much progress past their prefab maps. It’s just so freaking complex that, IME, the fun of the process gets crushed under the weight of making zero forward progress.
As I started a NixOS immersion program a few months back I was looking for a new platform that I col could do 100% of my dev on Lunux. Ran into godot searching vids on YouTube and was really impressed with the workflows so I installed godot and steam (home.packages = [ pkgs.unstable.godot_4 pkgs.steam ]). With openXR support built into godot 4, it automatically picked up the shared lib that stream dropped and in under an hour was walking around using my index and Vive in a VR env and could also build a package for my son’s quest.
Within a month on-the-side I had built a tabletopesque tank battle game with a custom ray-based suspension over high poly terrain, particle effects, ballistic artillery, and a unique controller input scheme based on the tilt of the controllers (left for body rotation, right for turret). The physics engine is great, rocking the body on fire was simple as an inverse off the shell spawn vector, and the body properly rolls under both lateral and longitudinal axis by virtue of the damper shocks.
All that to say, I think the biggest difference is that with godot 90% of my effort, code, and time was spent writing implementation code for my game while on UE it was spent writing integration code.
You obviously miss out on hot topic things like nanite et al, but I learned a long time ago that fidelity has no correlation with an engaging game. The other con will likely be around performance, it’s passable at 90hz, but if you want to start hitting framerates like 144hz, the critical code will probably need to drop to C++ using GDExtention.
I’ve also noticed that, with the popularity gaining in gltf, that it was rather trivial to find little assets with native support.
I’d recommend watching some vids on creating VR apps, and another great resource, if you want to grok the interface code is godot’s open-xr-toolkit project: https://github.com/GodotVR/godot-xr-tools/tree/master/addons...
(If you are using Godot 3, the Node is called ARVRController instead and you will need either the OpenVR or OpenXR plugin)
As someone who has written math libraries over and over again for the last 25 years (no joke - wrote this in 1997: https://github.com/bhouston/BezierCurveDemo1997/blob/master/... and just recently wrote the Threeify math library: https://github.com/bhouston/threeify/tree/master/packages/ma...), I find that operator overloading works only for the simple cases but that for performance and clarify, function names work best.
Function names let you clarify that it is an outside product or inside product (e.g. there are often different types of adds, multiplies, divides), and I can not stand when someone maps cross product onto ^ or dot product onto something else. Also operator overloading often doesn't make clear memory management, rather it replies on making new objects constantly, where as with function names, you can pass in a parameter that will take the result. Lastly, function names allow you to pass in how to handle various conditions, like non-invertible, NANs, etc.
I find word based function more verbose but significant less error prone and also they are more performant. Operator overloading is only good for very simple code and even then people always push it too far so that I can not understand it.
https://github.com/tikimcfee/LookAtThat
View, search, and analyze arbitrary source code (best support of Swift right now) in 3D and AR space. You open your phone or tablet, yeet hundreds of files into 3D space, and can start highlighting, moving, and tracing execution by literally walking around your code. The desktop app has similar features, and the standard 3D viewer is just as fun.
I would love help - from anyone of any kind - to build this out towards greater usefulness. It’s a lot of fun, it’s super cool to look at, and it’s the thing I’ve wanted to use since I was a small child.
“Let me touch the words!!”
Project mention: Mixed reality gone in Windows 11 Insider Preview Build 26052 | news.ycombinator.com | 2024-02-10
Project mention: Movie & Chill confirmed as removed for pirated content | /r/VRchat | 2023-12-08
Project mention: VR anims and gpu particles over PICO4 with GodotVR / godot_openxr_loaders | /r/godot | 2023-06-22
StardustXR very ambitious project with a larger scope than "just a window manager".
Project mention: Error when running application with PowerShell version 7: "Get-ExecutionPolicy" command not found | /r/PowerShell | 2023-06-24you can reproduce this error from here: https://github.com/EtherealEngine/etherealengine-control-center/pull/77, The purpose of this pull request is to add a new prerequisite that checks whether the user has permission to run ps1 scripts. Specifically, it verifies if the user has Get-ExecutionPolicy set to unrestricted or not.
Xr related posts
- Mixed reality gone in Windows 11 Insider Preview Build 26052
- JSAR: Open-source edition of Meta Augments:)
- Write GUIs in 3D space via HTML & CSS
- The Spatial DOM implementation for XR applications
- The Spatial DOM implementation for XR applications
- Vircadia: 2023.2.X “Selene” Release
- What is causing the flickering of conveyer items and fluids?
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A note from our sponsor - InfluxDB
www.influxdata.com | 24 Apr 2024
Index
What are some of the best open-source Xr projects? This list will help you:
Project | Stars | |
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1 | InputSystem | 1,395 |
2 | unity-webxr-export | 962 |
3 | open-brush | 740 |
4 | OpenXR-SDK-Source | 618 |
5 | vircadia-native-core | 533 |
6 | UnityPlugin | 507 |
7 | godot-xr-tools | 442 |
8 | AR-VR-Guide | 366 |
9 | godot_openxr | 274 |
10 | ultimate-XR-dev-guide | 223 |
11 | model_viewer.dart | 205 |
12 | threeify | 195 |
13 | immersal-sdk-samples | 135 |
14 | LookAtThat | 106 |
15 | zwin | 104 |
16 | server | 73 |
17 | hearth | 62 |
18 | godot_openxr_vendors | 62 |
19 | core | 49 |
20 | jsar-dom | 36 |
21 | etherealengine-control-center | 33 |
22 | lawnmower | 32 |
23 | MagicLeapUnityExamples | 21 |
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