Expand description
G’day, and welcome to Hotham! 👋
Hotham is an attempt to create a lightweight, high performance game engine for mobile VR headsets. It’s primarily aimed at small (1-5 person) teams of mostly technical folk who are looking to create games for devices like the Oculus Quest, but find existing tools cumbersome to work with. You can learn more about the project in the FAQ.
Getting started
Hotham is a complex project with many moving parts! Have no fear - we’ve written an easy to follow Getting Started guide that will have you running our example application in no time. Head on over to getting started to.. get.. started.
Sponsoring
Hotham’s development is only possible thanks to the support of the community. It’s currently being developed on full time by @kanerogers If you’d like to help make VR development in Rust possible, please consider becoming a donor. 💗
Re-exports
Modules
Components are data that are used to update the simulation and interact with the external world
A tool to import models from glTF files into Hotham
Resources are wrappers around some external state that the engine will interact with
Data used in the fragment shader
Systems are functions called each frame to update either the external state or the current simulation
Kitchen sink utility functions
Raw Vulkan bindings and types, generated from vk.xml
Structs
The Hotham Engine
A wrapper around the “external world” from the perspective of the engine, eg. renderer, XR, etc.
IMPORTANT: make sure you call update
each tick
Builder for Engine
.
Enums
Hotham Error type
Constants
OpenXR blend mode
Format used for colour textures
Vulkan depth attachment usage flags
Format used for depth textures
Swapchain length
Number of views
OpenXR view type
Type Definitions
Hotham result type