top | item 32168934

(no title)

koujaku | 3 years ago

StereoKit started around 3 years ago, when the first pieces of OpenXR started coming out! OpenXR's native experience really showed just how good XR development _could_ be, and so we built StereoKit around that :)

And then yeah, if you're building apps, and not making a game engine, there's a lot of things you decide differently about the architecture! Like StereoKit's asset pipeline works at runtime, with user-space formats like GLTF. You can load up StereoKit's built-in file picker, and bring in an image or 3D model with 3 or 4 lines of code! Or grab it from a REST API, whatever.

discuss

order

No comments yet.