This is a basic Vulkan based, C-API OpenVR example, that compiles from the command line on Windows, Linux, and MacOS. Its purpose is to serve as a template for other adventures.
git clone --recurse-submodules git@github.com:burito/vr-vulkan
cd vr-vulkan
make -j8 # Build it using 8 threads
vr-vulkan.exe # Windows
./vr-vulkan # Linux
./vr-vulkan.bin # MacOSX
If you have Steam and SteamVR installed (SteamVR is listed in Steam's "Tools" menu), then press F9
. If you don't have a VR headset that works with SteamVR, you can use the null driver.
ESC
- quitF9
- toggle VRF11
- toggle fullscreen
On Linux, to get the full Steam environment, one should use the command
~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ./vr-vulkan
This may not be necessary anymore.
- Install current Nvidia drivers (451.67)
- Install msys2-x86_64-20200629.exe
pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-imagemagick mingw-w64-x86_64-clang mingw-w64-x86_64-clang-tools-extra git vim man-pages-posix --disable-download-timeout
- Install current GPU drivers and compiler
add-apt-repository ppa:graphics-drivers/ppa
apt update
apt install nvidia-410 vulkan-utils build-essential clang imagemagick
- Install XCode
They are all in submodules now.
git submodule init
git submodule update --remote
deps/stb
- Sean Barrettdeps/fast_atof.c
- Tom Van Baakdeps/small-matrix-inverse
- Nis Wegmanndeps/openvr
- Valve Softwaredeps/Vulkan-Headers
- Khronos Groupdeps/MoltenVK
- The Brenwill Workshop Ltddeps/vulkan-lib
- LunarG Vulkan SDKdeps/models
- Morgan McGuire's Computer Graphics Archive
For everything else, I am to blame.