Cross-platform has always been a pretty important element of StereoKit! Right now there's not really a Mac headset, so there's no rush to dive in just yet. When something does come out, we'll evaluate it and fit it…
Yeah, this is correct! StereoKit is an XR App specific engine, which allows it to make API and architectural decisions that are very different from those a general purpose game engine would make. It's a completely…
StereoKit and MRTK are currently part of the same team, so these people are my co-workers! :) We swap techniques, code, share design docs, etc. StereoKit joined the MR Middleware team towards the start of this year, and…
Thanks for the link! The path based approach has been of interest to me, but I wasn't aware of an implementation other than Slug, which I have been avoiding. Guess I can finally do some real research on that topic now!…
Ah yeah I think there's a collection of issues related to small text within XR! The biggest one is really pixel density on XR headsets, which is always an issue for small text, or far-away text. XR also can't benefit…
StereoKit very much prioritizes XR, I don't think I'd recommend doing traditional flat or hybrid XR/flat experiences with it! You might be able to do some flat 3d content, but the built-in UI won't be very helpful in…
I would say that the majority of people don't notice StereoKit uses regular raster for font rendering! However, that number is definitely not zero, and there's definitely people that can spot it right away, as…
StereoKit doesn't currently do SDF font rendering yet, no, but there is some shader work done to help make existing text a bit clearer than the naive case. It does support Unicode font rendering though, font glyphs are…
Haha, thanks! The terminology gradient gets pretty wild sometimes :) On the "Someday" side of things, we have been actively working on WASM/WebXR support for StereoKit! It's a bigger feature that may still take some…
StereoKit was initially created with HoloLens 2 in mind, so it does plenty of AR! Also works on a North Star on Linux, as well as Varjo and Quest's passthrough AR. The only catch there is it doesn't do phone based AR…
Thanks! Your work has actually been quite an inspiration for me personally, I've definitely picked up a few of your tricks here and there :) Language bindings have always been a part of the long-term plan, C# is just…
That'd be my fault, me and my co-workers were working with a lot of tools that had the "Kit" suffix when we started on it :O Apple's definitely not the only one who does it!
StereoKit is an alternative to Unity that skips all the bloat, doesn't really work in concert with it. You could take some inspiration from StereoKit, and maybe port some code snippets, but you're better off using…
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…
Cross-platform has always been a pretty important element of StereoKit! Right now there's not really a Mac headset, so there's no rush to dive in just yet. When something does come out, we'll evaluate it and fit it…
Yeah, this is correct! StereoKit is an XR App specific engine, which allows it to make API and architectural decisions that are very different from those a general purpose game engine would make. It's a completely…
StereoKit and MRTK are currently part of the same team, so these people are my co-workers! :) We swap techniques, code, share design docs, etc. StereoKit joined the MR Middleware team towards the start of this year, and…
Thanks for the link! The path based approach has been of interest to me, but I wasn't aware of an implementation other than Slug, which I have been avoiding. Guess I can finally do some real research on that topic now!…
Ah yeah I think there's a collection of issues related to small text within XR! The biggest one is really pixel density on XR headsets, which is always an issue for small text, or far-away text. XR also can't benefit…
StereoKit very much prioritizes XR, I don't think I'd recommend doing traditional flat or hybrid XR/flat experiences with it! You might be able to do some flat 3d content, but the built-in UI won't be very helpful in…
I would say that the majority of people don't notice StereoKit uses regular raster for font rendering! However, that number is definitely not zero, and there's definitely people that can spot it right away, as…
StereoKit doesn't currently do SDF font rendering yet, no, but there is some shader work done to help make existing text a bit clearer than the naive case. It does support Unicode font rendering though, font glyphs are…
Haha, thanks! The terminology gradient gets pretty wild sometimes :) On the "Someday" side of things, we have been actively working on WASM/WebXR support for StereoKit! It's a bigger feature that may still take some…
StereoKit was initially created with HoloLens 2 in mind, so it does plenty of AR! Also works on a North Star on Linux, as well as Varjo and Quest's passthrough AR. The only catch there is it doesn't do phone based AR…
Thanks! Your work has actually been quite an inspiration for me personally, I've definitely picked up a few of your tricks here and there :) Language bindings have always been a part of the long-term plan, C# is just…
That'd be my fault, me and my co-workers were working with a lot of tools that had the "Kit" suffix when we started on it :O Apple's definitely not the only one who does it!
StereoKit is an alternative to Unity that skips all the bloat, doesn't really work in concert with it. You could take some inspiration from StereoKit, and maybe port some code snippets, but you're better off using…
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…