openvr alternatives and similar libraries
Based on the "Graphics" category.
Alternatively, view openvr alternatives based on common mentions on social networks and blogs.
7.8 9.3 openvr VS openrndrOPENRNDR. A Kotlin/JVM library for creative coding, real-time and interactive graphics
7.3 8.4 openvr VS imguiBloat-free Immediate Mode Graphical User interface for JVM with minimal dependencies (rewrite of dear imgui)
6.7 7.8 openvr VS data2vizAn Android, JavaFx, JS multiplatform datavisualization library with comprehensive DSL
5.6 0.0 openvr VS modern-jogl-examplesExamples ported in JOGL from "Learning Modern 3D Graphic Programming" by J.L.McKesson
4.8 8.8 openvr VS orxA growing library of assorted data structures, algorithms and utilities for OPENRNDR
4.3 8.2 openvr VS kotlin-unsignedunsigned support for Kotlin via boxed types and unsigned operators
3.0 0.0 openvr VS bulletJVM Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
1.7 0.0 openvr VS glimpse-frameworkGlimpse is now further developed as a Kotlin Multiplatform project under glimpse-graphics/glimpse
Do you think we are missing an alternative of openvr or a related project?
JVM OpenVR Wrapper (synchronized with 1.2.10)
This is a kotlin wrapper of OpenVR, which is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository is an SDK that contains the API and samples. The runtime is under SteamVR in Tools on Steam.
Documentation for the API is available on the Github Wiki
More information on OpenVR and SteamVR can be found on http://steamvr.com
- original comments preserved and properly formatted
- direct fields, e.g:
var TrackedDevicePose.poseIsValid: Boolean
- enumerators for type safety, e.g:
var Texture.type: TextureType
every struct method is offered also much more user friendly offering also full interoperability with glm,
getProjectionMatrixreturns, for example, directly a glm
vrSystem.getProjectionMatrix(eye: VREye, nearZ: Float, farZ: Float, res: Mat4 = Mat4()): Mat4
that expects an
EVREyeenumerator type for
eEyeand returns directly a glm
Mat4. instead of:
VRSystem.VRSystem_GetProjectionMatrix(eEye: Int, fNearZ: Float, fNear: Float, __result: HmdMatrix44): HmdMatrix44
Or for example:
where you are supposed to call it one first time to get the right size for the buffer to accommodate the char array for the string and then a second time to actually retrieve the string. You have the possibility to call directly
that returns directly the resulting string, bringing down a lot of boilerplate code
concise enumerators, e.g.
SteamVRListenerfor event listener. Instantiate a class extending it, call
.poll()on it at the begin of each frame and override the corresponding methods you are looking for, such as
buttonPress(left: Boolean, button: EVRButtonId)~ TO CHECK
You can find the OpenGL sample [here](src/test/kotlin/main/helloVr_OpenGL)
*Note that all licence references and agreements mentioned in the openvr README section above are relevant to that project's source code only.