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VR 3D engine for Flutter. Scene graph, mesh rendering, lighting, stereoscopic projection, head tracking, interaction, animation, and effects.

Changelog #

1.3.0 — 2026-05-27 #

Added #

  • OpenXR 26-Joint Skeletal Alignment & Gestures: Standardized input layer to the Khronos OpenXR specification, supporting physical bone linkages (25 bone joints), 3D orientations, and advanced mathematical gesture calculations (isFlatHand, isThumbsUp, isVictory).
  • Projected Radial Lens Distortion: Implemented polynomial barrel distortion directly in the Normalized Device Coordinates (NDC) projection of the vertex shader pipeline, enabling cardboard VR distortion correction with zero CPU/GPU rendering overhead.
  • Isolate-Based Background Sensor Fusion: Decoupled complementary sensor filters (IMU gyroscope and accelerometer math) and predictive head tracking calculations from the UI thread to a dedicated background Isolate thread, avoiding frame rate drops.
  • Volumetric Hologram Mesh Node (HologramMeshNode): Added a simulated volumetric shader employing a triple-pass shell technique (Core, body with flickering and glitch offsets, and glowing envelope) along with vertical scanline effects.
  • Isolate-Based Background WiFi Sensing Engine (WifiSensingSystem): Added background Isolate support to process OFDM Channel State Information (CSI) subcarriers, computing multipath disturbance standard deviation to track physical trajectories and vitals (respiration rate) without optical cameras.
  • 3D Skeletal Bone Cylinder Rendering: Renders full 3D skeletons between parent/child joints dynamically using quaternion orientation rotations.

1.2.0 — 2026-05 #

Changed #

  • Refactored VRParticle and VRRing classes to make color a non-final mutable field to enable real-time dynamic modulation for audio-reactive and visual animation effects.

1.1.0 — 2026-05 #

Added #

  • IMU Complementary Sensor Fusion: Stabilized landscape VR tracking by combining high-frequency gyroscope integration with low-frequency absolute gravity accelerometer vectors ($\alpha = 0.98$) to eliminate head tracking drift.
  • Google Cardboard Neck Model: Implemented realistic head-to-neck physical pivot rotations for camera projection, delivering comfortable stereoscopic parallax and dramatically reducing VR motion sickness.
  • Turbo-Canvas Render Engine Optimization: Shifted flat-shaded face rendering to use Flutter's ultra-high-performance canvas.drawVertices with ui.Vertices batched triangulation, replacing slow iterative path drawing with direct GPU-friendly vertex buffers.
  • Injectable Sensor Streams: Refactored HeadTracker constructor to accept optional mock streams (gyroscopeStreamOverride, accelerometerStreamOverride), enabling complete deterministic offline simulation and testing of IMU inputs.
  • Expanded Test Suite: Added comprehensive unit tests validating complementary filter math stability, noisy drift calibration offsets, symmetric eye offsets, and physical neck model boundaries (170 tests passing at 100%).
  • OSI Apache-2.0 License compliance: Replaced generic license templates with the official Apache 2.0 license file to recover full pub.dev score points under file conventions.

Fixed #

  • Static Analysis warnings: Resolved all 14 lint warnings and info items (e.g. deprecated .red usage, unused imports/variables, non-const declarations, and package dependency rules) achieving 0 issues across the engine and example.
  • Dependency boundaries updated: Raised sensors_plus constraint to ^7.0.0 and optimized vector_math to ^2.2.0 to support modern platforms while avoiding SDK version solver pins.

Future Roadmap & Surrounding Integrations #

  • Unified Locomotion Driver: Incorporate touch joysticks from neighboring 3D engines (e.g. openworlddart) to combine with the built-in accelerometer physical step-locomotion peak detector.
  • OpenXR Joint Mapping Alignment: Standardize the 26-joint tracking framework inside HandState to match Khronos OpenXR specifications for future FFI driver compatibility.
  • Cardboard QR Profile Loader: Implement pure-Dart base64 protocol buffer profile decoders to parse QR codes for custom lens radial distortion models dynamically.
  • Aesthetic "WOW" Factor Expansion: Build togglable PBR Physics Playgrounds (interacting with metallic reflectives and grabbing objects with dynamic impulse responses) and Deep Space Flight Simulators directly within the interactive sample app.

1.0.0 — 2026-04 #

Added #

  • VR Celestial Compass example: wireframe globe, cardinal markers, SpatialText labels, zone detection, step locomotion
  • analysis_options.yaml with Flutter lint rules
  • example/ app scaffold (Android/iOS/macOS/Web/Linux/Windows) with pub.dev example.dart
  • issue_tracker and platforms fields in pubspec.yaml
  • Cover image in README and pub.dev screenshots
  • Zone detection system based on Meta VR research (30°/55°/135° thresholds)
  • Step detection via accelerometer peak detection

Fixed #

  • Head tracking: correct landscape gyroscope axis mapping (X→yaw, Y→pitch)
  • Head tracking: inverted horizontal direction fixed
  • Head tracking: vertical sensitivity amplified ×1.8 for comfortable up/down range
  • LitMeshNode: lights list now mutable (was const [], caused runtime crash)
  • Deprecated Color.red/green/blue/alpha API replaced with Color.r/g/b/a
  • Removed unnecessary dart:typed_data import in texture.dart
  • Fixed dangling library doc comment in webxr_session.dart
  • All 36 analyzer warnings and hints resolved (0 issues)
  • Dart format applied to all 59 source files

Changed #

  • Version 1.0.0 — first stable release
  • README Quick Start uses pub.dev dependency

0.1.0 — 2026-04 #

Added #

  • Initial VR engine: 59 Dart source files
  • Scene graph with hierarchical nodes and transforms
  • Mesh rendering with Phong + PBR materials
  • Stereoscopic side-by-side projection
  • Head tracking via gyroscope (sensors_plus)
  • Interaction: gaze pointer, raycast, grabbable, pointable
  • Locomotion: fly, teleport, walk
  • Animation: clips, mixer, keyframes, skeleton, skin deformer
  • Effects: bloom, fog, SSAO, vignette, lens distortion
  • Primitive geometries: cube, sphere, plane, cylinder
  • Basic glTF 2.0 parser
  • Spatial UI: billboard, panel, button, text
  • WebXR session bridge
  • Debug overlay and grid floor
  • Physics: rigid body, AABB collision, gravity
  • 163 tests with benchmarks
  • 5 demo examples: VR Gallery, Treasure Hunt, Open World, Spatial UI, Hand Tracking
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Documentation

API reference

Publisher

verified publisheropenneom.dev

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VR 3D engine for Flutter. Scene graph, mesh rendering, lighting, stereoscopic projection, head tracking, interaction, animation, and effects.

Repository (GitHub)
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Topics

#vr #virtual-reality #three-d #game-engine #flutter

License

Apache-2.0 (license)

Dependencies

flutter, sensors_plus, vector_math

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