Kudos for the Zig and V examples (or rather example skeletons), how very un-Microsoft-like to venture into such bleeding edge territory ;)<p>(the actually great thing is that the engine exposes a plain C API: <a href="https://github.com/StereoKit/StereoKit/blob/master/StereoKitC/stereokit.h" rel="nofollow">https://github.com/StereoKit/StereoKit/blob/master/StereoKit...</a>)<p>PS: double-kudos for making the API C99 designated-init-friendly, at least as far I can see from skimming over the source (e.g. "zero means default": <a href="https://github.com/StereoKit/StereoKit/blob/1bf86b281e883041f9e0dbba32259de47966b46d/StereoKitC/stereokit.cpp#L126" rel="nofollow">https://github.com/StereoKit/StereoKit/blob/1bf86b281e883041...</a>)
The time has never been better for a new “game engine” or 3D app framework. Unity is trying to be everything for everyone and hasn’t done a great job of taking care of its core audience: indie game developers.<p>Unity is the de facto choice for XR developers but it’s a poor application framework. Something like StereoKit that caters to non-game devs and can provide rendering, a flexible interaction model, UI, and a good multi-user app model could really steal Unity’s thunder for multi-platform development.
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.<p>Any plans for AR support?
How does this relate to or overlap with Microsoft MRTK? <a href="https://github.com/microsoft/MixedRealityToolkit-Unity" rel="nofollow">https://github.com/microsoft/MixedRealityToolkit-Unity</a><p>(@koujaku)
Stereokit is fantastic.
Ive been looking for a .net game engine to try - and love the runtime asset importing.<p>Are examples of its use for a traditional desktop use? Like screen space UI. And maybe mobile touch input? Or are both of those out of scope and XR is the focus.
I am wanting to try a side project in it - but hoping to make it both VR+Desktop.
It's depressing how there's so little VR for Apple. Maybe they'll blow us all way with the iPhone of VR soon but at the moment my Macs have no VR love.<p>To make this related, I was prompted to this thought by the fact that the list of supported platforms does not include macOS
I see font rendering is not adapted to 3D in the screenshot, so it is not yet ready for serious UI work. I presume curves are not rendered in an adapted way either, so everything will look pixelated around the edges.